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/**************************************************************************/
/* spring_bone_collision_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/skeleton_3d.h"
class SpringBoneCollision3D : public Node3D {
GDCLASS(SpringBoneCollision3D, Node3D);
String bone_name;
int bone = -1;
Vector3 position_offset;
Quaternion rotation_offset;
void _validate_bone_name();
protected:
PackedStringArray get_configuration_warnings() const override;
void _validate_property(PropertyInfo &p_property) const;
void _notification(int p_what);
static void _bind_methods();
static Vector3 _collide_sphere(const Vector3 &p_origin, float p_radius, bool p_inside, float p_bone_radius, const Vector3 &p_current);
static Vector3 _collide_sphere_taper(const Vector3 &p_origin, float p_radius, float p_bone_radius, float p_bone_length, const Vector3 &p_current_origin, float p_bone_origin_radius, const Vector3 &p_current);
virtual Vector3 _collide(const Transform3D &p_center, float p_bone_radius, float p_bone_length, const Vector3 &p_current_origin, float p_bone_origin_radius, const Vector3 &p_current) const;
public:
enum CollideMode {
COLLIDE_MODE_JOINT,
COLLIDE_MODE_INSIDE,
COLLIDE_MODE_CHAIN,
};
Skeleton3D *get_skeleton() const;
void set_bone_name(const String &p_name);
String get_bone_name() const;
void set_bone(int p_bone);
int get_bone() const;
void set_position_offset(const Vector3 &p_offset);
Vector3 get_position_offset() const;
void set_rotation_offset(const Quaternion &p_offset);
Quaternion get_rotation_offset() const;
void sync_pose();
Transform3D get_transform_from_skeleton(const Transform3D &p_center) const;
Vector3 collide(const Transform3D &p_center, float p_bone_radius, float p_bone_length, const Vector3 &p_current_origin, float p_bone_origin_radius, const Vector3 &p_current) const;
static int Dsegmentindexbeingcalculated;
SpringBoneCollision3D();
};
VARIANT_ENUM_CAST(SpringBoneCollision3D::CollideMode);