c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
122 lines
3.7 KiB
C++
122 lines
3.7 KiB
C++
/*************************************************************************/
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/* path.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 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 PATH_H
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#define PATH_H
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#include "scene/resources/curve.h"
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#include "scene/3d/spatial.h"
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class Path : public Spatial {
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OBJ_TYPE( Path, Spatial );
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Ref<Curve3D> curve;
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void _curve_changed();
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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_curve(const Ref<Curve3D>& p_curve);
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Ref<Curve3D> get_curve() const;
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Path();
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};
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class PathFollow : public Spatial {
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OBJ_TYPE(PathFollow,Spatial);
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public:
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enum RotationMode {
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ROTATION_NONE,
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ROTATION_Y,
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ROTATION_XY,
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ROTATION_XYZ
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};
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private:
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Path *path;
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real_t offset;
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real_t h_offset;
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real_t v_offset;
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real_t lookahead;
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bool cubic;
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bool loop;
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RotationMode rotation_mode;
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void _update_transform();
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protected:
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bool _set(const StringName& p_name, const Variant& p_value);
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bool _get(const StringName& p_name,Variant &r_ret) const;
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void _get_property_list( List<PropertyInfo> *p_list) const;
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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_offset(float p_offset);
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float get_offset() const;
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void set_h_offset(float p_h_offset);
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float get_h_offset() const;
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void set_v_offset(float p_v_offset);
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float get_v_offset() const;
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void set_unit_offset(float p_unit_offset);
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float get_unit_offset() const;
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void set_lookahead(float p_lookahead);
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float get_lookahead() const;
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void set_loop(bool p_loop);
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bool has_loop() const;
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void set_rotation_mode(RotationMode p_rotation_mode);
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RotationMode get_rotation_mode() const;
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void set_cubic_interpolation(bool p_enable);
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bool get_cubic_interpolation() const;
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PathFollow();
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};
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VARIANT_ENUM_CAST(PathFollow::RotationMode);
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#endif // PATH_H
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