/*************************************************************************/ /* spring_arm.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 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 SPRING_ARM_H #define SPRING_ARM_H #include "scene/3d/spatial.h" class SpringArm : public Spatial { GDCLASS(SpringArm, Spatial); Ref shape; Set excluded_objects; float spring_length; float current_spring_length; bool keep_child_basis; uint32_t mask; float margin; protected: void _notification(int p_what); static void _bind_methods(); public: void set_length(float p_length); float get_length() const; void set_shape(Ref p_shape); Ref get_shape() const; void set_mask(uint32_t p_mask); uint32_t get_mask(); void add_excluded_object(RID p_rid); bool remove_excluded_object(RID p_rid); void clear_excluded_objects(); float get_hit_length(); void set_margin(float p_margin); float get_margin(); SpringArm(); private: void process_spring(); }; #endif