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d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
71 lines
3.1 KiB
C++
71 lines
3.1 KiB
C++
/**************************************************************************/
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/* spring_arm_3d.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef SPRING_ARM_3D_H
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#define SPRING_ARM_3D_H
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#include "scene/3d/node_3d.h"
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class SpringArm3D : public Node3D {
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GDCLASS(SpringArm3D, Node3D);
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Ref<Shape3D> shape;
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HashSet<RID> excluded_objects;
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real_t spring_length = 1.0;
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real_t current_spring_length = 0.0;
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bool keep_child_basis = false;
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uint32_t mask = 1;
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real_t margin = 0.01;
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void set_length(real_t p_length);
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real_t get_length() const;
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void set_shape(Ref<Shape3D> p_shape);
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Ref<Shape3D> get_shape() const;
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void set_mask(uint32_t p_mask);
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uint32_t get_mask();
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void add_excluded_object(RID p_rid);
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bool remove_excluded_object(RID p_rid);
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void clear_excluded_objects();
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real_t get_hit_length();
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void set_margin(real_t p_margin);
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real_t get_margin();
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SpringArm3D() {}
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private:
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void process_spring();
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};
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#endif // SPRING_ARM_3D_H
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