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lib + include + Godot dossier
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81
GodoBinding/include/gen/AnimationTree.hpp
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81
GodoBinding/include/gen/AnimationTree.hpp
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#ifndef GODOT_CPP_ANIMATIONTREE_HPP
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#define GODOT_CPP_ANIMATIONTREE_HPP
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#include <gdnative_api_struct.gen.h>
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#include <stdint.h>
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#include <core/CoreTypes.hpp>
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#include <core/Ref.hpp>
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#include "AnimationTree.hpp"
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#include "Node.hpp"
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namespace godot {
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class Node;
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class AnimationNode;
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class AnimationTree : public Node {
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struct ___method_bindings {
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godot_method_bind *mb__clear_caches;
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godot_method_bind *mb__node_removed;
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godot_method_bind *mb__tree_changed;
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godot_method_bind *mb__update_properties;
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godot_method_bind *mb_advance;
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godot_method_bind *mb_get_animation_player;
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godot_method_bind *mb_get_process_mode;
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godot_method_bind *mb_get_root_motion_track;
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godot_method_bind *mb_get_root_motion_transform;
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godot_method_bind *mb_get_tree_root;
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godot_method_bind *mb_is_active;
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godot_method_bind *mb_rename_parameter;
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godot_method_bind *mb_set_active;
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godot_method_bind *mb_set_animation_player;
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godot_method_bind *mb_set_process_mode;
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godot_method_bind *mb_set_root_motion_track;
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godot_method_bind *mb_set_tree_root;
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};
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static ___method_bindings ___mb;
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public:
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static void ___init_method_bindings();
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static inline const char *___get_class_name() { return (const char *) "AnimationTree"; }
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static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (o) ? (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o) : nullptr; }
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// enums
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enum AnimationProcessMode {
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ANIMATION_PROCESS_PHYSICS = 0,
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ANIMATION_PROCESS_IDLE = 1,
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ANIMATION_PROCESS_MANUAL = 2,
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};
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// constants
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static AnimationTree *_new();
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// methods
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void _clear_caches();
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void _node_removed(const Node *arg0);
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void _tree_changed();
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void _update_properties();
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void advance(const real_t delta);
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NodePath get_animation_player() const;
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AnimationTree::AnimationProcessMode get_process_mode() const;
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NodePath get_root_motion_track() const;
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Transform get_root_motion_transform() const;
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Ref<AnimationNode> get_tree_root() const;
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bool is_active() const;
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void rename_parameter(const String old_name, const String new_name);
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void set_active(const bool active);
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void set_animation_player(const NodePath root);
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void set_process_mode(const int64_t mode);
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void set_root_motion_track(const NodePath path);
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void set_tree_root(const Ref<AnimationNode> root);
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};
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}
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#endif
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