/*************************************************************************/ /* spring_arm_3d.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. */ /*************************************************************************/ #ifndef SPRING_ARM_H #define SPRING_ARM_H #include "scene/3d/node_3d.h" class SpringArm3D : public Node3D { GDCLASS(SpringArm3D, Node3D); Ref shape; Set excluded_objects; real_t spring_length = 1; real_t current_spring_length = 0; bool keep_child_basis = false; uint32_t mask = 1; real_t margin = 0.01; protected: void _notification(int p_what); static void _bind_methods(); public: void set_length(real_t p_length); real_t get_length() const; void set_shape(Ref p_shape); Ref get_shape() const; 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(); real_t get_hit_length(); void set_margin(real_t p_margin); real_t get_margin(); SpringArm3D() {} private: void process_spring(); }; #endif