godot-cpp/include/gen/Skeleton.hpp

63 lines
2.2 KiB
C++

#ifndef GODOT_CPP_SKELETON_HPP
#define GODOT_CPP_SKELETON_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Spatial.hpp"
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;
void physical_bones_simulation(const bool start);
void physical_bones_add_collision_exception(const RID exception);
void physical_bones_remove_collision_exception(const RID exception);
};
}
#endif