/**************************************************************************/
/*  interpolated_camera.h                                                 */
/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#ifndef INTERPOLATED_CAMERA_H
#define INTERPOLATED_CAMERA_H

#include "scene/3d/camera.h"

class InterpolatedCamera : public Camera {
	GDCLASS(InterpolatedCamera, Camera);

public:
	enum InterpolatedCameraProcessMode {
		INTERPOLATED_CAMERA_PROCESS_PHYSICS,
		INTERPOLATED_CAMERA_PROCESS_IDLE
	};

private:
	bool enabled;
	real_t speed;
	NodePath target;
	InterpolatedCameraProcessMode process_mode;

	void _update_process_mode();

protected:
	void _notification(int p_what);
	static void _bind_methods();
	void _set_target(const Object *p_target);

public:
	void set_target(const Spatial *p_target);
	void set_target_path(const NodePath &p_path);
	NodePath get_target_path() const;

	void set_speed(real_t p_speed);
	real_t get_speed() const;

	void set_interpolation_enabled(bool p_enable);
	bool is_interpolation_enabled() const;

	void set_process_mode(InterpolatedCameraProcessMode p_mode);
	InterpolatedCameraProcessMode get_process_mode() const;

	InterpolatedCamera();
};

VARIANT_ENUM_CAST(InterpolatedCamera::InterpolatedCameraProcessMode);

#endif // INTERPOLATED_CAMERA_H
