/**************************************************************************/ /* skin.hpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ // THIS FILE IS GENERATED. EDITS WILL BE LOST. #pragma once #include #include #include #include #include #include namespace godot { class String; class Skin : public Resource { GDEXTENSION_CLASS(Skin, Resource) public: void set_bind_count(int32_t p_bind_count); int32_t get_bind_count() const; void add_bind(int32_t p_bone, const Transform3D &p_pose); void add_named_bind(const String &p_name, const Transform3D &p_pose); void set_bind_pose(int32_t p_bind_index, const Transform3D &p_pose); Transform3D get_bind_pose(int32_t p_bind_index) const; void set_bind_name(int32_t p_bind_index, const StringName &p_name); StringName get_bind_name(int32_t p_bind_index) const; void set_bind_bone(int32_t p_bind_index, int32_t p_bone); int32_t get_bind_bone(int32_t p_bind_index) const; void clear_binds(); protected: template static void register_virtuals() { Resource::register_virtuals(); } public: }; } // namespace godot