/**************************************************************************/ /* skeleton3d.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 #include #include #include #include #include #include namespace godot { class RID; class Skin; class SkinReference; class Skeleton3D : public Node3D { GDEXTENSION_CLASS(Skeleton3D, Node3D) public: enum ModifierCallbackModeProcess { MODIFIER_CALLBACK_MODE_PROCESS_PHYSICS = 0, MODIFIER_CALLBACK_MODE_PROCESS_IDLE = 1, MODIFIER_CALLBACK_MODE_PROCESS_MANUAL = 2, }; static const int NOTIFICATION_UPDATE_SKELETON = 50; int32_t add_bone(const String &p_name); int32_t find_bone(const String &p_name) const; String get_bone_name(int32_t p_bone_idx) const; void set_bone_name(int32_t p_bone_idx, const String &p_name); Variant get_bone_meta(int32_t p_bone_idx, const StringName &p_key) const; TypedArray get_bone_meta_list(int32_t p_bone_idx) const; bool has_bone_meta(int32_t p_bone_idx, const StringName &p_key) const; void set_bone_meta(int32_t p_bone_idx, const StringName &p_key, const Variant &p_value); StringName get_concatenated_bone_names() const; int32_t get_bone_parent(int32_t p_bone_idx) const; void set_bone_parent(int32_t p_bone_idx, int32_t p_parent_idx); int32_t get_bone_count() const; uint64_t get_version() const; void unparent_bone_and_rest(int32_t p_bone_idx); PackedInt32Array get_bone_children(int32_t p_bone_idx) const; PackedInt32Array get_parentless_bones() const; Transform3D get_bone_rest(int32_t p_bone_idx) const; void set_bone_rest(int32_t p_bone_idx, const Transform3D &p_rest); Transform3D get_bone_global_rest(int32_t p_bone_idx) const; Ref create_skin_from_rest_transforms(); Ref register_skin(const Ref &p_skin); void localize_rests(); void clear_bones(); Transform3D get_bone_pose(int32_t p_bone_idx) const; void set_bone_pose(int32_t p_bone_idx, const Transform3D &p_pose); void set_bone_pose_position(int32_t p_bone_idx, const Vector3 &p_position); void set_bone_pose_rotation(int32_t p_bone_idx, const Quaternion &p_rotation); void set_bone_pose_scale(int32_t p_bone_idx, const Vector3 &p_scale); Vector3 get_bone_pose_position(int32_t p_bone_idx) const; Quaternion get_bone_pose_rotation(int32_t p_bone_idx) const; Vector3 get_bone_pose_scale(int32_t p_bone_idx) const; void reset_bone_pose(int32_t p_bone_idx); void reset_bone_poses(); bool is_bone_enabled(int32_t p_bone_idx) const; void set_bone_enabled(int32_t p_bone_idx, bool p_enabled = true); Transform3D get_bone_global_pose(int32_t p_bone_idx) const; void set_bone_global_pose(int32_t p_bone_idx, const Transform3D &p_pose); void force_update_all_bone_transforms(); void force_update_bone_child_transform(int32_t p_bone_idx); void set_motion_scale(float p_motion_scale); float get_motion_scale() const; void set_show_rest_only(bool p_enabled); bool is_show_rest_only() const; void set_modifier_callback_mode_process(Skeleton3D::ModifierCallbackModeProcess p_mode); Skeleton3D::ModifierCallbackModeProcess get_modifier_callback_mode_process() const; void advance(double p_delta); void clear_bones_global_pose_override(); void set_bone_global_pose_override(int32_t p_bone_idx, const Transform3D &p_pose, float p_amount, bool p_persistent = false); Transform3D get_bone_global_pose_override(int32_t p_bone_idx) const; Transform3D get_bone_global_pose_no_override(int32_t p_bone_idx) const; void set_animate_physical_bones(bool p_enabled); bool get_animate_physical_bones() const; void physical_bones_stop_simulation(); void physical_bones_start_simulation(const TypedArray &p_bones = Array()); void physical_bones_add_collision_exception(const RID &p_exception); void physical_bones_remove_collision_exception(const RID &p_exception); protected: template static void register_virtuals() { Node3D::register_virtuals(); } public: }; } // namespace godot VARIANT_ENUM_CAST(Skeleton3D::ModifierCallbackModeProcess);