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godot/scene/3d/convert_transform_modifier_3d.h
noahbackus 9d30169a8d
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initial commit, 4.5 stable
2025-09-16 20:46:46 -04:00

99 lines
4.5 KiB
C++

/**************************************************************************/
/* convert_transform_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 ConvertTransformModifier3D : public BoneConstraint3D {
GDCLASS(ConvertTransformModifier3D, BoneConstraint3D);
public:
enum TransformMode {
TRANSFORM_MODE_POSITION,
TRANSFORM_MODE_ROTATION,
TRANSFORM_MODE_SCALE,
};
struct ConvertTransform3DSetting : public BoneConstraint3DSetting {
TransformMode apply_transform_mode = TRANSFORM_MODE_POSITION;
Vector3::Axis apply_axis = Vector3::AXIS_X;
float apply_range_min = 0.0;
float apply_range_max = 0.0;
TransformMode reference_transform_mode = TRANSFORM_MODE_POSITION;
Vector3::Axis reference_axis = Vector3::AXIS_X;
float reference_range_min = 0.0;
float reference_range_max = 0.0;
bool relative = true;
bool additive = false;
};
protected:
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;
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_apply_transform_mode(int p_index, TransformMode p_transform_mode);
TransformMode get_apply_transform_mode(int p_index) const;
void set_apply_axis(int p_index, Vector3::Axis p_axis);
Vector3::Axis get_apply_axis(int p_index) const;
void set_apply_range_min(int p_index, float p_range_min);
float get_apply_range_min(int p_index) const;
void set_apply_range_max(int p_index, float p_range_max);
float get_apply_range_max(int p_index) const;
void set_reference_transform_mode(int p_index, TransformMode p_transform_mode);
TransformMode get_reference_transform_mode(int p_index) const;
void set_reference_axis(int p_index, Vector3::Axis p_axis);
Vector3::Axis get_reference_axis(int p_index) const;
void set_reference_range_min(int p_index, float p_range_min);
float get_reference_range_min(int p_index) const;
void set_reference_range_max(int p_index, float p_range_max);
float get_reference_range_max(int p_index) const;
void set_relative(int p_index, bool p_enabled);
bool is_relative(int p_index) const;
void set_additive(int p_index, bool p_enabled);
bool is_additive(int p_index) const;
~ConvertTransformModifier3D();
};
VARIANT_ENUM_CAST(ConvertTransformModifier3D::TransformMode);