dungeonanddeamon/GodoBinding/include/gen/SkeletonIK.hpp
2020-03-25 11:29:52 +01:00

88 lines
2.7 KiB
C++

#ifndef GODOT_CPP_SKELETONIK_HPP
#define GODOT_CPP_SKELETONIK_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#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