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/**************************************************************************/
/* skeleton_modifier_3d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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# ifndef SKELETON_MODIFIER_3D_H
# define SKELETON_MODIFIER_3D_H
# include "scene/3d/node_3d.h"
# include "scene/3d/skeleton_3d.h"
# include "scene/animation/animation_mixer.h"
class SkeletonModifier3D : public Node3D {
GDCLASS ( SkeletonModifier3D , Node3D ) ;
void rebind ( ) ;
protected :
bool active = true ;
real_t influence = 1.0 ;
// Cache them for the performance reason since finding node with NodePath is slow.
ObjectID skeleton_id ;
void _update_skeleton ( ) ;
void _update_skeleton_path ( ) ;
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void _force_update_skeleton_skin ( ) ;
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virtual void _skeleton_changed ( Skeleton3D * p_old , Skeleton3D * p_new ) ;
void _validate_property ( PropertyInfo & p_property ) const ;
void _notification ( int p_what ) ;
static void _bind_methods ( ) ;
virtual void _set_active ( bool p_active ) ;
virtual void _process_modification ( ) ;
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GDVIRTUAL0 ( _process_modification ) ;
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public :
virtual PackedStringArray get_configuration_warnings ( ) const override ;
virtual bool has_process ( ) const { return false ; } // Return true if modifier needs to modify bone pose without external animation such as physics, jiggle and etc.
void set_active ( bool p_active ) ;
bool is_active ( ) const ;
void set_influence ( real_t p_influence ) ;
real_t get_influence ( ) const ;
Skeleton3D * get_skeleton ( ) const ;
void process_modification ( ) ;
SkeletonModifier3D ( ) ;
} ;
# endif // SKELETON_MODIFIER_3D_H