/**************************************************************************/ /* skeleton2d.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 Bone2D; class SkeletonModificationStack2D; class Skeleton2D : public Node2D { GDEXTENSION_CLASS(Skeleton2D, Node2D) public: int32_t get_bone_count() const; Bone2D *get_bone(int32_t p_idx); RID get_skeleton() const; void set_modification_stack(const Ref &p_modification_stack); Ref get_modification_stack() const; void execute_modifications(float p_delta, int32_t p_execution_mode); void set_bone_local_pose_override(int32_t p_bone_idx, const Transform2D &p_override_pose, float p_strength, bool p_persistent); Transform2D get_bone_local_pose_override(int32_t p_bone_idx); protected: template static void register_virtuals() { Node2D::register_virtuals(); } public: }; } // namespace godot