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 */ |
26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
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 | |
41 | class SkeletonModification2DLookAt : public SkeletonModification2D { |
42 | GDCLASS(SkeletonModification2DLookAt, SkeletonModification2D); |
43 | |
44 | private: |
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 | |
63 | protected: |
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 | |
69 | public: |
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 | |