godot/scene/3d/path_3d.h
Rémi Verschelde 90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00

123 lines
3.9 KiB
C++

/*************************************************************************/
/* path_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 PATH_3D_H
#define PATH_3D_H
#include "scene/3d/node_3d.h"
#include "scene/resources/curve.h"
class Path3D : public Node3D {
GDCLASS(Path3D, Node3D);
Ref<Curve3D> curve;
void _curve_changed();
RID debug_instance;
Ref<ArrayMesh> debug_mesh;
private:
void _update_debug_mesh();
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void set_curve(const Ref<Curve3D> &p_curve);
Ref<Curve3D> get_curve() const;
Path3D();
~Path3D();
};
class PathFollow3D : public Node3D {
GDCLASS(PathFollow3D, Node3D);
public:
enum RotationMode {
ROTATION_NONE,
ROTATION_Y,
ROTATION_XY,
ROTATION_XYZ,
ROTATION_ORIENTED
};
private:
Path3D *path = nullptr;
real_t prev_offset = 0.0; // Offset during the last _update_transform.
real_t offset = 0.0;
real_t h_offset = 0.0;
real_t v_offset = 0.0;
bool cubic = true;
bool loop = true;
RotationMode rotation_mode = ROTATION_XYZ;
void _update_transform(bool p_update_xyz_rot = true);
protected:
virtual void _validate_property(PropertyInfo &property) const override;
void _notification(int p_what);
static void _bind_methods();
public:
void set_offset(real_t p_offset);
real_t get_offset() const;
void set_h_offset(real_t p_h_offset);
real_t get_h_offset() const;
void set_v_offset(real_t p_v_offset);
real_t get_v_offset() const;
void set_unit_offset(real_t p_unit_offset);
real_t get_unit_offset() const;
void set_loop(bool p_loop);
bool has_loop() const;
void set_rotation_mode(RotationMode p_rotation_mode);
RotationMode get_rotation_mode() const;
void set_cubic_interpolation(bool p_enable);
bool get_cubic_interpolation() const;
TypedArray<String> get_configuration_warnings() const override;
PathFollow3D() {}
};
VARIANT_ENUM_CAST(PathFollow3D::RotationMode);
#endif // PATH_3D_H