/**************************************************************************/ /* aim_modifier_3d.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ #pragma once #include "scene/3d/bone_constraint_3d.h" class AimModifier3D : public BoneConstraint3D { GDCLASS(AimModifier3D, BoneConstraint3D); public: struct AimModifier3DSetting : public BoneConstraint3DSetting { BoneAxis forward_axis = BONE_AXIS_PLUS_Y; bool use_euler = false; Vector3::Axis primary_rotation_axis = Vector3::AXIS_X; bool use_secondary_rotation = true; }; protected: bool _get(const StringName &p_path, Variant &r_ret) const; bool _set(const StringName &p_path, const Variant &p_value); virtual PackedStringArray get_configuration_warnings() const override; void _get_property_list(List *p_list) const; static void _bind_methods(); virtual void _process_constraint(int p_index, Skeleton3D *p_skeleton, int p_apply_bone, int p_reference_bone, float p_amount) override; virtual void _validate_setting(int p_index) override; public: void set_forward_axis(int p_index, BoneAxis p_axis); BoneAxis get_forward_axis(int p_index) const; void set_use_euler(int p_index, bool p_enabled); bool is_using_euler(int p_index) const; void set_primary_rotation_axis(int p_index, Vector3::Axis p_axis); Vector3::Axis get_primary_rotation_axis(int p_index) const; void set_use_secondary_rotation(int p_index, bool p_enabled); bool is_using_secondary_rotation(int p_index) const; ~AimModifier3D(); };