godot/scene/3d/spring_arm_3d.h

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/*************************************************************************/
/* spring_arm_3d.h */
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/*************************************************************************/
/* 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 SPRING_ARM_H
#define SPRING_ARM_H
#include "scene/3d/node_3d.h"
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class SpringArm3D : public Node3D {
GDCLASS(SpringArm3D, Node3D);
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Ref<Shape3D> shape;
HashSet<RID> excluded_objects;
real_t spring_length = 1.0;
real_t current_spring_length = 0.0;
bool keep_child_basis = false;
uint32_t mask = 1;
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real_t margin = 0.01;
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protected:
void _notification(int p_what);
static void _bind_methods();
public:
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void set_length(real_t p_length);
real_t get_length() const;
void set_shape(Ref<Shape3D> p_shape);
Ref<Shape3D> get_shape() const;
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void set_mask(uint32_t p_mask);
uint32_t get_mask();
void add_excluded_object(RID p_rid);
bool remove_excluded_object(RID p_rid);
void clear_excluded_objects();
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real_t get_hit_length();
void set_margin(real_t p_margin);
real_t get_margin();
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SpringArm3D() {}
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private:
void process_spring();
};
#endif