godot/scene/animation/root_motion_view.h

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/*************************************************************************/
/* root_motion_view.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* 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 ROOT_MOTION_VIEW_H
#define ROOT_MOTION_VIEW_H
#include "scene/3d/visual_instance_3d.h"
#include "scene/resources/immediate_mesh.h"
class RootMotionView : public VisualInstance3D {
GDCLASS(RootMotionView, VisualInstance3D);
public:
Ref<ImmediateMesh> immediate;
NodePath path;
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real_t cell_size = 1.0;
real_t radius = 10.0;
bool use_in_game = false;
Color color = Color(0.5, 0.5, 1.0);
bool first = true;
bool zero_y = true;
Ref<Material> immediate_material;
Transform3D accumulated;
private:
void _notification(int p_what);
static void _bind_methods();
public:
void set_animation_path(const NodePath &p_path);
NodePath get_animation_path() const;
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void set_color(const Color &p_color);
Color get_color() const;
void set_cell_size(float p_size);
float get_cell_size() const;
void set_radius(float p_radius);
float get_radius() const;
void set_zero_y(bool p_zero_y);
bool get_zero_y() const;
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virtual AABB get_aabb() const override;
virtual Vector<Face3> get_faces(uint32_t p_usage_flags) const override;
RootMotionView();
~RootMotionView();
};
#endif // ROOT_MOTION_VIEW_H