#ifndef GODOT_CPP_SKELETON_HPP #define GODOT_CPP_SKELETON_HPP #include #include #include #include #include "Spatial.hpp" namespace godot { class Node; class SkinReference; class Skin; class Skeleton : public Spatial { struct ___method_bindings { godot_method_bind *mb_add_bone; godot_method_bind *mb_bind_child_node_to_bone; godot_method_bind *mb_clear_bones; godot_method_bind *mb_find_bone; godot_method_bind *mb_get_bone_count; godot_method_bind *mb_get_bone_custom_pose; godot_method_bind *mb_get_bone_global_pose; godot_method_bind *mb_get_bone_name; godot_method_bind *mb_get_bone_parent; godot_method_bind *mb_get_bone_pose; godot_method_bind *mb_get_bone_rest; godot_method_bind *mb_get_bound_child_nodes_to_bone; godot_method_bind *mb_is_bone_rest_disabled; godot_method_bind *mb_localize_rests; godot_method_bind *mb_physical_bones_add_collision_exception; godot_method_bind *mb_physical_bones_remove_collision_exception; godot_method_bind *mb_physical_bones_start_simulation; godot_method_bind *mb_physical_bones_stop_simulation; godot_method_bind *mb_register_skin; godot_method_bind *mb_set_bone_custom_pose; godot_method_bind *mb_set_bone_disable_rest; godot_method_bind *mb_set_bone_global_pose_override; godot_method_bind *mb_set_bone_parent; godot_method_bind *mb_set_bone_pose; godot_method_bind *mb_set_bone_rest; godot_method_bind *mb_unbind_child_node_from_bone; godot_method_bind *mb_unparent_bone_and_rest; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "Skeleton"; } 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 const static int NOTIFICATION_UPDATE_SKELETON = 50; static Skeleton *_new(); // methods void add_bone(const String name); void bind_child_node_to_bone(const int64_t bone_idx, const Node *node); void clear_bones(); int64_t find_bone(const String name) const; int64_t get_bone_count() const; Transform get_bone_custom_pose(const int64_t bone_idx) const; Transform get_bone_global_pose(const int64_t bone_idx) const; String get_bone_name(const int64_t bone_idx) const; int64_t get_bone_parent(const int64_t bone_idx) const; Transform get_bone_pose(const int64_t bone_idx) const; Transform get_bone_rest(const int64_t bone_idx) const; Array get_bound_child_nodes_to_bone(const int64_t bone_idx) const; bool is_bone_rest_disabled(const int64_t bone_idx) const; void localize_rests(); void physical_bones_add_collision_exception(const RID exception); void physical_bones_remove_collision_exception(const RID exception); void physical_bones_start_simulation(const Array bones = Array()); void physical_bones_stop_simulation(); Ref register_skin(const Ref skin); void set_bone_custom_pose(const int64_t bone_idx, const Transform custom_pose); void set_bone_disable_rest(const int64_t bone_idx, const bool disable); void set_bone_global_pose_override(const int64_t bone_idx, const Transform pose, const real_t amount, const bool persistent = false); void set_bone_parent(const int64_t bone_idx, const int64_t parent_idx); void set_bone_pose(const int64_t bone_idx, const Transform pose); void set_bone_rest(const int64_t bone_idx, const Transform rest); void unbind_child_node_from_bone(const int64_t bone_idx, const Node *node); void unparent_bone_and_rest(const int64_t bone_idx); }; } #endif