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