/*************************************************************************/ /* 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