#ifndef GODOT_CPP_ANIMATIONTREE_HPP #define GODOT_CPP_ANIMATIONTREE_HPP #include #include #include #include #include "AnimationTree.hpp" #include "Node.hpp" namespace godot { class Node; class AnimationNode; class AnimationTree : public Node { struct ___method_bindings { godot_method_bind *mb__clear_caches; godot_method_bind *mb__node_removed; godot_method_bind *mb__tree_changed; godot_method_bind *mb__update_properties; godot_method_bind *mb_advance; godot_method_bind *mb_get_animation_player; godot_method_bind *mb_get_process_mode; godot_method_bind *mb_get_root_motion_track; godot_method_bind *mb_get_root_motion_transform; godot_method_bind *mb_get_tree_root; godot_method_bind *mb_is_active; godot_method_bind *mb_rename_parameter; godot_method_bind *mb_set_active; godot_method_bind *mb_set_animation_player; godot_method_bind *mb_set_process_mode; godot_method_bind *mb_set_root_motion_track; godot_method_bind *mb_set_tree_root; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "AnimationTree"; } 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 enum AnimationProcessMode { ANIMATION_PROCESS_PHYSICS = 0, ANIMATION_PROCESS_IDLE = 1, ANIMATION_PROCESS_MANUAL = 2, }; // constants static AnimationTree *_new(); // methods void _clear_caches(); void _node_removed(const Node *arg0); void _tree_changed(); void _update_properties(); void advance(const real_t delta); NodePath get_animation_player() const; AnimationTree::AnimationProcessMode get_process_mode() const; NodePath get_root_motion_track() const; Transform get_root_motion_transform() const; Ref get_tree_root() const; bool is_active() const; void rename_parameter(const String old_name, const String new_name); void set_active(const bool active); void set_animation_player(const NodePath root); void set_process_mode(const int64_t mode); void set_root_motion_track(const NodePath path); void set_tree_root(const Ref root); }; } #endif