1/**************************************************************************/
2/* skeleton_modification_2d_lookat.h */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
7/**************************************************************************/
8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
14/* without limitation the rights to use, copy, modify, merge, publish, */
15/* distribute, sublicense, and/or sell copies of the Software, and to */
16/* permit persons to whom the Software is furnished to do so, subject to */
17/* the following conditions: */
18/* */
19/* The above copyright notice and this permission notice shall be */
20/* included in all copies or substantial portions of the Software. */
21/* */
22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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27/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#ifndef SKELETON_MODIFICATION_2D_LOOKAT_H
32#define SKELETON_MODIFICATION_2D_LOOKAT_H
33
34#include "scene/2d/skeleton_2d.h"
35#include "scene/resources/skeleton_modification_2d.h"
36
37///////////////////////////////////////
38// SkeletonModification2DLookAt
39///////////////////////////////////////
40
41class SkeletonModification2DLookAt : public SkeletonModification2D {
42 GDCLASS(SkeletonModification2DLookAt, SkeletonModification2D);
43
44private:
45 int bone_idx = -1;
46 NodePath bone2d_node;
47 ObjectID bone2d_node_cache;
48
49 NodePath target_node;
50 ObjectID target_node_cache;
51 Node2D *target_node_reference = nullptr;
52
53 float additional_rotation = 0;
54 bool enable_constraint = false;
55 float constraint_angle_min = 0;
56 float constraint_angle_max = (2.0 * Math_PI);
57 bool constraint_angle_invert = false;
58 bool constraint_in_localspace = true;
59
60 void update_bone2d_cache();
61 void update_target_cache();
62
63protected:
64 static void _bind_methods();
65 bool _set(const StringName &p_path, const Variant &p_value);
66 bool _get(const StringName &p_path, Variant &r_ret) const;
67 void _get_property_list(List<PropertyInfo> *p_list) const;
68
69public:
70 void _execute(float p_delta) override;
71 void _setup_modification(SkeletonModificationStack2D *p_stack) override;
72 void _draw_editor_gizmo() override;
73
74 void set_bone2d_node(const NodePath &p_target_node);
75 NodePath get_bone2d_node() const;
76 void set_bone_index(int p_idx);
77 int get_bone_index() const;
78
79 void set_target_node(const NodePath &p_target_node);
80 NodePath get_target_node() const;
81
82 void set_additional_rotation(float p_rotation);
83 float get_additional_rotation() const;
84
85 void set_enable_constraint(bool p_constraint);
86 bool get_enable_constraint() const;
87 void set_constraint_angle_min(float p_angle_min);
88 float get_constraint_angle_min() const;
89 void set_constraint_angle_max(float p_angle_max);
90 float get_constraint_angle_max() const;
91 void set_constraint_angle_invert(bool p_invert);
92 bool get_constraint_angle_invert() const;
93 void set_constraint_in_localspace(bool p_constraint_in_localspace);
94 bool get_constraint_in_localspace() const;
95
96 SkeletonModification2DLookAt();
97 ~SkeletonModification2DLookAt();
98};
99
100#endif // SKELETON_MODIFICATION_2D_LOOKAT_H
101