#ifndef SKELETON_MODIFICATION_2D_LOOKAT_H #define SKELETON_MODIFICATION_2D_LOOKAT_H /*************************************************************************/ /* 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. */ /*************************************************************************/ #include "scene/resources/skeleton_modification_2d.h" /////////////////////////////////////// // SkeletonModification2DLookAt /////////////////////////////////////// class SkeletonModificationStack2D; class Node2D; class SkeletonModification2DLookAt : public SkeletonModification2D { GDCLASS(SkeletonModification2DLookAt, SkeletonModification2D); private: int bone_idx; NodePath bone2d_node; ObjectID bone2d_node_cache; NodePath target_node; ObjectID target_node_cache; Node2D *target_node_reference; float additional_rotation; bool enable_constraint; float constraint_angle_min; float constraint_angle_max; bool constraint_angle_invert; bool constraint_in_localspace; 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 *p_list) const; public: void _execute(float p_delta); void _setup_modification(Ref p_stack); void _draw_editor_gizmo(); 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