2018-02-11 14:50:01 +00:00
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#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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2018-05-13 12:39:32 +00:00
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#include "Spatial.hpp"
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2018-02-11 14:50:01 +00:00
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namespace godot {
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class Object;
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class Skeleton : public Spatial {
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public:
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static void *___get_type_tag();
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static void *___get_base_type_tag();
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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 (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o); }
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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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int64_t find_bone(const String name) 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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void set_bone_parent(const int64_t bone_idx, const int64_t parent_idx);
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int64_t get_bone_count() const;
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void unparent_bone_and_rest(const int64_t bone_idx);
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Transform get_bone_rest(const int64_t bone_idx) const;
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void set_bone_rest(const int64_t bone_idx, const Transform rest);
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void set_bone_disable_rest(const int64_t bone_idx, const bool disable);
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bool is_bone_rest_disabled(const int64_t bone_idx) const;
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void bind_child_node_to_bone(const int64_t bone_idx, const Object *node);
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void unbind_child_node_from_bone(const int64_t bone_idx, const Object *node);
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Array get_bound_child_nodes_to_bone(const int64_t bone_idx) const;
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void clear_bones();
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Transform get_bone_pose(const int64_t bone_idx) const;
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void set_bone_pose(const int64_t bone_idx, const Transform pose);
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void set_bone_global_pose(const int64_t bone_idx, const Transform pose);
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Transform get_bone_global_pose(const int64_t bone_idx) const;
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Transform get_bone_custom_pose(const int64_t bone_idx) const;
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void set_bone_custom_pose(const int64_t bone_idx, const Transform custom_pose);
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Transform get_bone_transform(const int64_t bone_idx) const;
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2018-05-13 12:39:32 +00:00
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void physical_bones_simulation(const bool start);
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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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2018-02-11 14:50:01 +00:00
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};
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}
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#endif
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