/**************************************************************************/1/* aim_modifier_3d.h */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#pragma once3132#include "scene/3d/bone_constraint_3d.h"3334class AimModifier3D : public BoneConstraint3D {35GDCLASS(AimModifier3D, BoneConstraint3D);3637public:38struct AimModifier3DSetting : public BoneConstraint3DSetting {39BoneAxis forward_axis = BONE_AXIS_PLUS_Y;40bool use_euler = false;41Vector3::Axis primary_rotation_axis = Vector3::AXIS_X;42bool use_secondary_rotation = true;43bool relative = true;44};4546protected:47bool _get(const StringName &p_path, Variant &r_ret) const;48bool _set(const StringName &p_path, const Variant &p_value);49virtual PackedStringArray get_configuration_warnings() const override;50void _get_property_list(List<PropertyInfo> *p_list) const;5152static void _bind_methods();5354virtual void _process_constraint_by_bone(int p_index, Skeleton3D *p_skeleton, int p_apply_bone, int p_reference_bone, float p_amount) override;55virtual void _process_constraint_by_node(int p_index, Skeleton3D *p_skeleton, int p_apply_bone, const NodePath &p_reference_node, float p_amount) override;56virtual void _process_aim(int p_index, Skeleton3D *p_skeleton, int p_apply_bone, Vector3 p_target, float p_amount);57virtual void _validate_setting(int p_index) override;5859public:60void set_forward_axis(int p_index, BoneAxis p_axis);61BoneAxis get_forward_axis(int p_index) const;62void set_use_euler(int p_index, bool p_enabled);63bool is_using_euler(int p_index) const;64void set_primary_rotation_axis(int p_index, Vector3::Axis p_axis);65Vector3::Axis get_primary_rotation_axis(int p_index) const;66void set_use_secondary_rotation(int p_index, bool p_enabled);67bool is_using_secondary_rotation(int p_index) const;68void set_relative(int p_index, bool p_enabled);69bool is_relative(int p_index) const;7071~AimModifier3D();72};737475