#ifndef GODOT_CPP_SKELETON_HPP #define GODOT_CPP_SKELETON_HPP #include #include #include #include #include namespace godot { class Object; class Skeleton : public Spatial { public: static void *___get_type_tag(); static void *___get_base_type_tag(); 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 (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o); } // enums // constants const static int NOTIFICATION_UPDATE_SKELETON = 50; static Skeleton *_new(); // methods void add_bone(const String name); int64_t find_bone(const String name) const; String get_bone_name(const int64_t bone_idx) const; int64_t get_bone_parent(const int64_t bone_idx) const; void set_bone_parent(const int64_t bone_idx, const int64_t parent_idx); int64_t get_bone_count() const; void unparent_bone_and_rest(const int64_t bone_idx); Transform get_bone_rest(const int64_t bone_idx) const; void set_bone_rest(const int64_t bone_idx, const Transform rest); void set_bone_disable_rest(const int64_t bone_idx, const bool disable); bool is_bone_rest_disabled(const int64_t bone_idx) const; void bind_child_node_to_bone(const int64_t bone_idx, const Object *node); void unbind_child_node_from_bone(const int64_t bone_idx, const Object *node); Array get_bound_child_nodes_to_bone(const int64_t bone_idx) const; void clear_bones(); Transform get_bone_pose(const int64_t bone_idx) const; void set_bone_pose(const int64_t bone_idx, const Transform pose); void set_bone_global_pose(const int64_t bone_idx, const Transform pose); Transform get_bone_global_pose(const int64_t bone_idx) const; Transform get_bone_custom_pose(const int64_t bone_idx) const; void set_bone_custom_pose(const int64_t bone_idx, const Transform custom_pose); Transform get_bone_transform(const int64_t bone_idx) const; }; } #endif