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