d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
90 lines
3.8 KiB
C++
90 lines
3.8 KiB
C++
/**************************************************************************/
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/* skeleton_modification_3d_lookat.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef SKELETON_MODIFICATION_3D_LOOKAT_H
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#define SKELETON_MODIFICATION_3D_LOOKAT_H
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#include "scene/3d/skeleton_3d.h"
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#include "scene/resources/skeleton_modification_3d.h"
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class SkeletonModification3DLookAt : public SkeletonModification3D {
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GDCLASS(SkeletonModification3DLookAt, SkeletonModification3D);
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private:
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String bone_name = "";
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int bone_idx = -1;
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NodePath target_node;
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ObjectID target_node_cache;
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Vector3 additional_rotation = Vector3(1, 0, 0);
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bool lock_rotation_to_plane = false;
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int lock_rotation_plane = ROTATION_PLANE_X;
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void update_cache();
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protected:
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static void _bind_methods();
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bool _get(const StringName &p_path, Variant &r_ret) const;
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bool _set(const StringName &p_path, const Variant &p_value);
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void _get_property_list(List<PropertyInfo> *p_list) const;
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public:
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enum ROTATION_PLANE {
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ROTATION_PLANE_X,
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ROTATION_PLANE_Y,
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ROTATION_PLANE_Z
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};
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virtual void _execute(real_t p_delta) override;
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virtual void _setup_modification(SkeletonModificationStack3D *p_stack) override;
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void set_bone_name(String p_name);
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String get_bone_name() const;
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void set_bone_index(int p_idx);
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int get_bone_index() const;
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void set_target_node(const NodePath &p_target_node);
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NodePath get_target_node() const;
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void set_additional_rotation(Vector3 p_offset);
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Vector3 get_additional_rotation() const;
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void set_lock_rotation_to_plane(bool p_lock_to_plane);
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bool get_lock_rotation_to_plane() const;
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void set_lock_rotation_plane(int p_plane);
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int get_lock_rotation_plane() const;
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SkeletonModification3DLookAt();
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~SkeletonModification3DLookAt();
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};
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#endif // SKELETON_MODIFICATION_3D_LOOKAT_H
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