godot.gen.godot.SkeletonModification2DLookAt.kt Maven / Gradle / Ivy
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Contains godot api as kotlin classes and jvm cpp interaction code.
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// THIS FILE IS GENERATED! DO NOT EDIT IT MANUALLY!
@file:Suppress("PackageDirectoryMismatch", "unused", "FunctionName", "RedundantModalityModifier",
"UNCHECKED_CAST", "JoinDeclarationAndAssignment", "USELESS_CAST",
"RemoveRedundantQualifierName", "NOTHING_TO_INLINE", "NON_FINAL_MEMBER_IN_OBJECT",
"RedundantVisibilityModifier", "RedundantUnitReturnType", "MemberVisibilityCanBePrivate")
package godot
import godot.`annotation`.GodotBaseType
import godot.core.NodePath
import godot.core.TypeManager
import godot.core.VariantParser.BOOL
import godot.core.VariantParser.DOUBLE
import godot.core.VariantParser.LONG
import godot.core.VariantParser.NIL
import godot.core.VariantParser.NODE_PATH
import godot.core.memory.TransferContext
import godot.util.VoidPtr
import kotlin.Boolean
import kotlin.Double
import kotlin.Float
import kotlin.Int
import kotlin.Long
import kotlin.Suppress
import kotlin.Unit
import kotlin.jvm.JvmName
/**
* This [SkeletonModification2D] rotates a bone to look a target. This is extremely helpful for
* moving character's head to look at the player, rotating a turret to look at a target, or any other
* case where you want to make a bone rotate towards something quickly and easily.
*/
@GodotBaseType
public open class SkeletonModification2DLookAt : SkeletonModification2D() {
/**
* The index of the [Bone2D] node that the modification will operate on.
*/
public final inline var boneIndex: Int
@JvmName("boneIndexProperty")
get() = getBoneIndex()
@JvmName("boneIndexProperty")
set(`value`) {
setBoneIndex(value)
}
/**
* The [Bone2D] node that the modification will operate on.
*/
public final inline var bone2dNode: NodePath
@JvmName("bone2dNodeProperty")
get() = getBone2dNode()
@JvmName("bone2dNodeProperty")
set(`value`) {
setBone2dNode(value)
}
/**
* The NodePath to the node that is the target for the LookAt modification. This node is what the
* modification will rotate the [Bone2D] to.
*/
public final inline var targetNodepath: NodePath
@JvmName("targetNodepathProperty")
get() = getTargetNode()
@JvmName("targetNodepathProperty")
set(`value`) {
setTargetNode(value)
}
public override fun new(scriptIndex: Int): Unit {
callConstructor(ENGINECLASS_SKELETONMODIFICATION2DLOOKAT, scriptIndex)
}
public final fun setBone2dNode(bone2dNodepath: NodePath): Unit {
TransferContext.writeArguments(NODE_PATH to bone2dNodepath)
TransferContext.callMethod(rawPtr, MethodBindings.setBone2dNodePtr, NIL)
}
public final fun getBone2dNode(): NodePath {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getBone2dNodePtr, NODE_PATH)
return (TransferContext.readReturnValue(NODE_PATH) as NodePath)
}
public final fun setBoneIndex(boneIdx: Int): Unit {
TransferContext.writeArguments(LONG to boneIdx.toLong())
TransferContext.callMethod(rawPtr, MethodBindings.setBoneIndexPtr, NIL)
}
public final fun getBoneIndex(): Int {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getBoneIndexPtr, LONG)
return (TransferContext.readReturnValue(LONG) as Long).toInt()
}
public final fun setTargetNode(targetNodepath: NodePath): Unit {
TransferContext.writeArguments(NODE_PATH to targetNodepath)
TransferContext.callMethod(rawPtr, MethodBindings.setTargetNodePtr, NIL)
}
public final fun getTargetNode(): NodePath {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getTargetNodePtr, NODE_PATH)
return (TransferContext.readReturnValue(NODE_PATH) as NodePath)
}
/**
* Sets the amount of additional rotation that is to be applied after executing the modification.
* This allows for offsetting the results by the inputted rotation amount.
*/
public final fun setAdditionalRotation(rotation: Float): Unit {
TransferContext.writeArguments(DOUBLE to rotation.toDouble())
TransferContext.callMethod(rawPtr, MethodBindings.setAdditionalRotationPtr, NIL)
}
/**
* Returns the amount of additional rotation that is applied after the LookAt modification
* executes.
*/
public final fun getAdditionalRotation(): Float {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getAdditionalRotationPtr, DOUBLE)
return (TransferContext.readReturnValue(DOUBLE) as Double).toFloat()
}
/**
* Sets whether this modification will use constraints or not. When `true`, constraints will be
* applied when solving the LookAt modification.
*/
public final fun setEnableConstraint(enableConstraint: Boolean): Unit {
TransferContext.writeArguments(BOOL to enableConstraint)
TransferContext.callMethod(rawPtr, MethodBindings.setEnableConstraintPtr, NIL)
}
/**
* Returns `true` if the LookAt modification is using constraints.
*/
public final fun getEnableConstraint(): Boolean {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getEnableConstraintPtr, BOOL)
return (TransferContext.readReturnValue(BOOL) as Boolean)
}
/**
* Sets the constraint's minimum allowed angle.
*/
public final fun setConstraintAngleMin(angleMin: Float): Unit {
TransferContext.writeArguments(DOUBLE to angleMin.toDouble())
TransferContext.callMethod(rawPtr, MethodBindings.setConstraintAngleMinPtr, NIL)
}
/**
* Returns the constraint's minimum allowed angle.
*/
public final fun getConstraintAngleMin(): Float {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getConstraintAngleMinPtr, DOUBLE)
return (TransferContext.readReturnValue(DOUBLE) as Double).toFloat()
}
/**
* Sets the constraint's maximum allowed angle.
*/
public final fun setConstraintAngleMax(angleMax: Float): Unit {
TransferContext.writeArguments(DOUBLE to angleMax.toDouble())
TransferContext.callMethod(rawPtr, MethodBindings.setConstraintAngleMaxPtr, NIL)
}
/**
* Returns the constraint's maximum allowed angle.
*/
public final fun getConstraintAngleMax(): Float {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getConstraintAngleMaxPtr, DOUBLE)
return (TransferContext.readReturnValue(DOUBLE) as Double).toFloat()
}
/**
* When `true`, the modification will use an inverted joint constraint.
* An inverted joint constraint only constraints the [Bone2D] to the angles *outside of* the
* inputted minimum and maximum angles. For this reason, it is referred to as an inverted joint
* constraint, as it constraints the joint to the outside of the inputted values.
*/
public final fun setConstraintAngleInvert(invert: Boolean): Unit {
TransferContext.writeArguments(BOOL to invert)
TransferContext.callMethod(rawPtr, MethodBindings.setConstraintAngleInvertPtr, NIL)
}
/**
* Returns whether the constraints to this modification are inverted or not.
*/
public final fun getConstraintAngleInvert(): Boolean {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getConstraintAngleInvertPtr, BOOL)
return (TransferContext.readReturnValue(BOOL) as Boolean)
}
public companion object
internal object MethodBindings {
public val setBone2dNodePtr: VoidPtr =
TypeManager.getMethodBindPtr("SkeletonModification2DLookAt", "set_bone2d_node", 1348162250)
public val getBone2dNodePtr: VoidPtr =
TypeManager.getMethodBindPtr("SkeletonModification2DLookAt", "get_bone2d_node", 4075236667)
public val setBoneIndexPtr: VoidPtr =
TypeManager.getMethodBindPtr("SkeletonModification2DLookAt", "set_bone_index", 1286410249)
public val getBoneIndexPtr: VoidPtr =
TypeManager.getMethodBindPtr("SkeletonModification2DLookAt", "get_bone_index", 3905245786)
public val setTargetNodePtr: VoidPtr =
TypeManager.getMethodBindPtr("SkeletonModification2DLookAt", "set_target_node", 1348162250)
public val getTargetNodePtr: VoidPtr =
TypeManager.getMethodBindPtr("SkeletonModification2DLookAt", "get_target_node", 4075236667)
public val setAdditionalRotationPtr: VoidPtr =
TypeManager.getMethodBindPtr("SkeletonModification2DLookAt", "set_additional_rotation", 373806689)
public val getAdditionalRotationPtr: VoidPtr =
TypeManager.getMethodBindPtr("SkeletonModification2DLookAt", "get_additional_rotation", 1740695150)
public val setEnableConstraintPtr: VoidPtr =
TypeManager.getMethodBindPtr("SkeletonModification2DLookAt", "set_enable_constraint", 2586408642)
public val getEnableConstraintPtr: VoidPtr =
TypeManager.getMethodBindPtr("SkeletonModification2DLookAt", "get_enable_constraint", 36873697)
public val setConstraintAngleMinPtr: VoidPtr =
TypeManager.getMethodBindPtr("SkeletonModification2DLookAt", "set_constraint_angle_min", 373806689)
public val getConstraintAngleMinPtr: VoidPtr =
TypeManager.getMethodBindPtr("SkeletonModification2DLookAt", "get_constraint_angle_min", 1740695150)
public val setConstraintAngleMaxPtr: VoidPtr =
TypeManager.getMethodBindPtr("SkeletonModification2DLookAt", "set_constraint_angle_max", 373806689)
public val getConstraintAngleMaxPtr: VoidPtr =
TypeManager.getMethodBindPtr("SkeletonModification2DLookAt", "get_constraint_angle_max", 1740695150)
public val setConstraintAngleInvertPtr: VoidPtr =
TypeManager.getMethodBindPtr("SkeletonModification2DLookAt", "set_constraint_angle_invert", 2586408642)
public val getConstraintAngleInvertPtr: VoidPtr =
TypeManager.getMethodBindPtr("SkeletonModification2DLookAt", "get_constraint_angle_invert", 36873697)
}
}