godot/scene/resources/skeleton_modification_2d_lo...

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/*************************************************************************/
/* skeleton_modification_2d_lookat.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 SKELETON_MODIFICATION_2D_LOOKAT_H
#define SKELETON_MODIFICATION_2D_LOOKAT_H
#include "scene/2d/skeleton_2d.h"
#include "scene/resources/skeleton_modification_2d.h"
///////////////////////////////////////
// SkeletonModification2DLookAt
///////////////////////////////////////
class SkeletonModification2DLookAt : public SkeletonModification2D {
GDCLASS(SkeletonModification2DLookAt, SkeletonModification2D);
private:
int bone_idx = -1;
NodePath bone2d_node;
ObjectID bone2d_node_cache;
NodePath target_node;
ObjectID target_node_cache;
Node2D *target_node_reference = nullptr;
float additional_rotation = 0;
bool enable_constraint = false;
float constraint_angle_min = 0;
float constraint_angle_max = (2.0 * Math_PI);
bool constraint_angle_invert = false;
bool constraint_in_localspace = true;
void update_bone2d_cache();
void update_target_cache();
protected:
static void _bind_methods();
bool _set(const StringName &p_path, const Variant &p_value);
bool _get(const StringName &p_path, Variant &r_ret) const;
void _get_property_list(List<PropertyInfo> *p_list) const;
public:
void _execute(float p_delta) override;
void _setup_modification(SkeletonModificationStack2D *p_stack) override;
void _draw_editor_gizmo() override;
void set_bone2d_node(const NodePath &p_target_node);
NodePath get_bone2d_node() const;
void set_bone_index(int p_idx);
int get_bone_index() const;
void set_target_node(const NodePath &p_target_node);
NodePath get_target_node() const;
void set_additional_rotation(float p_rotation);
float get_additional_rotation() const;
void set_enable_constraint(bool p_constraint);
bool get_enable_constraint() const;
void set_constraint_angle_min(float p_angle_min);
float get_constraint_angle_min() const;
void set_constraint_angle_max(float p_angle_max);
float get_constraint_angle_max() const;
void set_constraint_angle_invert(bool p_invert);
bool get_constraint_angle_invert() const;
void set_constraint_in_localspace(bool p_constraint_in_localspace);
bool get_constraint_in_localspace() const;
SkeletonModification2DLookAt();
~SkeletonModification2DLookAt();
};
#endif // SKELETON_MODIFICATION_2D_LOOKAT_H