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godot/scene/resources/skeleton_modification_2d_lookat.h
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

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4.3 KiB
C++

/**************************************************************************/
/* skeleton_modification_2d_lookat.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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