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lib + include + Godot dossier
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88
GodoBinding/include/gen/SkeletonIK.hpp
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88
GodoBinding/include/gen/SkeletonIK.hpp
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#ifndef GODOT_CPP_SKELETONIK_HPP
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#define GODOT_CPP_SKELETONIK_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 "Node.hpp"
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namespace godot {
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class Skeleton;
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class SkeletonIK : public Node {
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struct ___method_bindings {
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godot_method_bind *mb_get_interpolation;
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godot_method_bind *mb_get_magnet_position;
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godot_method_bind *mb_get_max_iterations;
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godot_method_bind *mb_get_min_distance;
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godot_method_bind *mb_get_parent_skeleton;
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godot_method_bind *mb_get_root_bone;
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godot_method_bind *mb_get_target_node;
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godot_method_bind *mb_get_target_transform;
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godot_method_bind *mb_get_tip_bone;
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godot_method_bind *mb_is_override_tip_basis;
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godot_method_bind *mb_is_running;
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godot_method_bind *mb_is_using_magnet;
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godot_method_bind *mb_set_interpolation;
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godot_method_bind *mb_set_magnet_position;
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godot_method_bind *mb_set_max_iterations;
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godot_method_bind *mb_set_min_distance;
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godot_method_bind *mb_set_override_tip_basis;
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godot_method_bind *mb_set_root_bone;
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godot_method_bind *mb_set_target_node;
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godot_method_bind *mb_set_target_transform;
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godot_method_bind *mb_set_tip_bone;
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godot_method_bind *mb_set_use_magnet;
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godot_method_bind *mb_start;
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godot_method_bind *mb_stop;
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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 *) "SkeletonIK"; }
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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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// constants
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static SkeletonIK *_new();
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// methods
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real_t get_interpolation() const;
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Vector3 get_magnet_position() const;
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int64_t get_max_iterations() const;
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real_t get_min_distance() const;
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Skeleton *get_parent_skeleton() const;
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String get_root_bone() const;
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NodePath get_target_node();
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Transform get_target_transform() const;
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String get_tip_bone() const;
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bool is_override_tip_basis() const;
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bool is_running();
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bool is_using_magnet() const;
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void set_interpolation(const real_t interpolation);
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void set_magnet_position(const Vector3 local_position);
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void set_max_iterations(const int64_t iterations);
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void set_min_distance(const real_t min_distance);
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void set_override_tip_basis(const bool override);
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void set_root_bone(const String root_bone);
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void set_target_node(const NodePath node);
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void set_target_transform(const Transform target);
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void set_tip_bone(const String tip_bone);
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void set_use_magnet(const bool use);
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void start(const bool one_time = false);
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void stop();
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};
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}
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#endif
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