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+/*************************************************************************/
+/* skeleton_modification_2d_lookat.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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 SKELETONMODIFICATION2DLOOKAT_H
+#define SKELETONMODIFICATION2DLOOKAT_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 // SKELETONMODIFICATION2DLOOKAT_H