/**************************************************************************/ /* spring_bone_collision_3d.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef SPRING_BONE_COLLISION_3D_H #define SPRING_BONE_COLLISION_3D_H #include "scene/3d/skeleton_3d.h" class SpringBoneCollision3D : public Node3D { GDCLASS(SpringBoneCollision3D, Node3D); String bone_name; int bone = -1; Vector3 position_offset; Quaternion rotation_offset; protected: PackedStringArray get_configuration_warnings() const override; void _validate_property(PropertyInfo &p_property) const; static void _bind_methods(); virtual Vector3 _collide(const Transform3D &p_center, float p_bone_radius, float p_bone_length, const Vector3 &p_current) const; public: Skeleton3D *get_skeleton() const; void set_bone_name(const String &p_name); String get_bone_name() const; void set_bone(int p_bone); int get_bone() const; void set_position_offset(const Vector3 &p_offset); Vector3 get_position_offset() const; void set_rotation_offset(const Quaternion &p_offset); Quaternion get_rotation_offset() const; void sync_pose(); Transform3D get_transform_from_skeleton(const Transform3D &p_center) const; Vector3 collide(const Transform3D &p_center, float p_bone_radius, float p_bone_length, const Vector3 &p_current) const; }; #endif // SPRING_BONE_COLLISION_3D_H