/*************************************************************************/ /* root_motion_view.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 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; 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; 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; 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