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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-08-16 15:37:17 +0200
committerGitHub <noreply@github.com>2021-08-16 15:37:17 +0200
commitfff9a451a194132deb8ccf7feced9137b78587e9 (patch)
treee664d8881d6262ee8d9ba4bfa24498a4fa0e914e /scene/resources/skeleton_modification_3d_lookat.h
parent1ee61a501f1f01d619b85d3de53cef76914885e2 (diff)
parent5ffed49907618e3c7e7e2bddddcc8449d0b090a6 (diff)
Merge pull request #51368 from TwistedTwigleg/GSOC_2020_Working_Branch_IK_SQUASHED
New and improved IK system for Skeleton3D - Squashed!
Diffstat (limited to 'scene/resources/skeleton_modification_3d_lookat.h')
-rw-r--r--scene/resources/skeleton_modification_3d_lookat.h89
1 files changed, 89 insertions, 0 deletions
diff --git a/scene/resources/skeleton_modification_3d_lookat.h b/scene/resources/skeleton_modification_3d_lookat.h
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+/*************************************************************************/
+/* skeleton_modification_3d_lookat.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* 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. */
+/*************************************************************************/
+
+#include "scene/3d/skeleton_3d.h"
+#include "scene/resources/skeleton_modification_3d.h"
+
+#ifndef SKELETONMODIFICATION3DLOOKAT_H
+#define SKELETONMODIFICATION3DLOOKAT_H
+
+class SkeletonModification3DLookAt : public SkeletonModification3D {
+ GDCLASS(SkeletonModification3DLookAt, SkeletonModification3D);
+
+private:
+ String bone_name = "";
+ int bone_idx = -1;
+ NodePath target_node;
+ ObjectID target_node_cache;
+
+ Vector3 additional_rotation = Vector3(1, 0, 0);
+ bool lock_rotation_to_plane = false;
+ int lock_rotation_plane = ROTATION_PLANE_X;
+
+ void update_cache();
+
+protected:
+ static void _bind_methods();
+ bool _get(const StringName &p_path, Variant &r_ret) const;
+ bool _set(const StringName &p_path, const Variant &p_value);
+ void _get_property_list(List<PropertyInfo> *p_list) const;
+
+public:
+ enum ROTATION_PLANE {
+ ROTATION_PLANE_X,
+ ROTATION_PLANE_Y,
+ ROTATION_PLANE_Z
+ };
+
+ virtual void _execute(real_t p_delta) override;
+ virtual void _setup_modification(SkeletonModificationStack3D *p_stack) override;
+
+ void set_bone_name(String p_name);
+ String get_bone_name() const;
+
+ void set_bone_index(int p_idx);
+ int get_bone_index() const;
+
+ void set_target_node(const NodePath &p_target_node);
+ NodePath get_target_node() const;
+
+ void set_additional_rotation(Vector3 p_offset);
+ Vector3 get_additional_rotation() const;
+
+ void set_lock_rotation_to_plane(bool p_lock_to_plane);
+ bool get_lock_rotation_to_plane() const;
+ void set_lock_rotation_plane(int p_plane);
+ int get_lock_rotation_plane() const;
+
+ SkeletonModification3DLookAt();
+ ~SkeletonModification3DLookAt();
+};
+
+#endif //SKELETONMODIFICATION3DLOOKAT_H