1 /**
2 Joint used with $(D Skeleton2D) to control and animate other nodes.
3 
4 Copyright:
5 Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur.  
6 Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md)  
7 Copyright (c) 2017-2018 Godot-D contributors  
8 
9 License: $(LINK2 https://opensource.org/licenses/MIT, MIT License)
10 
11 
12 */
13 module godot.bone2d;
14 import std.meta : AliasSeq, staticIndexOf;
15 import std.traits : Unqual;
16 import godot.d.traits;
17 import godot.core;
18 import godot.c;
19 import godot.d.bind;
20 import godot.d.reference;
21 import godot.globalenums;
22 import godot.object;
23 import godot.classdb;
24 import godot.node2d;
25 /**
26 Joint used with $(D Skeleton2D) to control and animate other nodes.
27 
28 Use a hierarchy of `Bone2D` bound to a $(D Skeleton2D) to control, and animate other $(D Node2D) nodes.
29 You can use `Bone2D` and `Skeleton2D` nodes to animate 2D meshes created with the Polygon 2D UV editor.
30 Each bone has a $(D rest) transform that you can reset to with $(D applyRest). These rest poses are relative to the bone's parent.
31 If in the editor, you can set the rest pose of an entire skeleton using a menu option, from the code, you need to iterate over the bones to set their individual rest poses.
32 */
33 @GodotBaseClass struct Bone2D
34 {
35 	package(godot) enum string _GODOT_internal_name = "Bone2D";
36 public:
37 @nogc nothrow:
38 	union { /** */ godot_object _godot_object; /** */ Node2D _GODOT_base; }
39 	alias _GODOT_base this;
40 	alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses);
41 	package(godot) __gshared bool _classBindingInitialized = false;
42 	package(godot) static struct GDNativeClassBinding
43 	{
44 		__gshared:
45 		@GodotName("apply_rest") GodotMethod!(void) applyRest;
46 		@GodotName("get_default_length") GodotMethod!(double) getDefaultLength;
47 		@GodotName("get_index_in_skeleton") GodotMethod!(long) getIndexInSkeleton;
48 		@GodotName("get_rest") GodotMethod!(Transform2D) getRest;
49 		@GodotName("get_skeleton_rest") GodotMethod!(Transform2D) getSkeletonRest;
50 		@GodotName("set_default_length") GodotMethod!(void, double) setDefaultLength;
51 		@GodotName("set_rest") GodotMethod!(void, Transform2D) setRest;
52 	}
53 	/// 
54 	pragma(inline, true) bool opEquals(in Bone2D other) const
55 	{ return _godot_object.ptr is other._godot_object.ptr; }
56 	/// 
57 	pragma(inline, true) typeof(null) opAssign(typeof(null) n)
58 	{ _godot_object.ptr = n; return null; }
59 	/// 
60 	pragma(inline, true) bool opEquals(typeof(null) n) const
61 	{ return _godot_object.ptr is n; }
62 	/// 
63 	size_t toHash() const @trusted { return cast(size_t)_godot_object.ptr; }
64 	mixin baseCasts;
65 	/// Construct a new instance of Bone2D.
66 	/// Note: use `memnew!Bone2D` instead.
67 	static Bone2D _new()
68 	{
69 		static godot_class_constructor constructor;
70 		if(constructor is null) constructor = _godot_api.godot_get_class_constructor("Bone2D");
71 		if(constructor is null) return typeof(this).init;
72 		return cast(Bone2D)(constructor());
73 	}
74 	@disable new(size_t s);
75 	/**
76 	Stores the node's current transforms in $(D rest).
77 	*/
78 	void applyRest()
79 	{
80 		checkClassBinding!(typeof(this))();
81 		ptrcall!(void)(GDNativeClassBinding.applyRest, _godot_object);
82 	}
83 	/**
84 	
85 	*/
86 	double getDefaultLength() const
87 	{
88 		checkClassBinding!(typeof(this))();
89 		return ptrcall!(double)(GDNativeClassBinding.getDefaultLength, _godot_object);
90 	}
91 	/**
92 	Returns the node's index as part of the entire skeleton. See $(D Skeleton2D).
93 	*/
94 	long getIndexInSkeleton() const
95 	{
96 		checkClassBinding!(typeof(this))();
97 		return ptrcall!(long)(GDNativeClassBinding.getIndexInSkeleton, _godot_object);
98 	}
99 	/**
100 	
101 	*/
102 	Transform2D getRest() const
103 	{
104 		checkClassBinding!(typeof(this))();
105 		return ptrcall!(Transform2D)(GDNativeClassBinding.getRest, _godot_object);
106 	}
107 	/**
108 	Returns the node's $(D rest) `Transform2D` if it doesn't have a parent, or its rest pose relative to its parent.
109 	*/
110 	Transform2D getSkeletonRest() const
111 	{
112 		checkClassBinding!(typeof(this))();
113 		return ptrcall!(Transform2D)(GDNativeClassBinding.getSkeletonRest, _godot_object);
114 	}
115 	/**
116 	
117 	*/
118 	void setDefaultLength(in double default_length)
119 	{
120 		checkClassBinding!(typeof(this))();
121 		ptrcall!(void)(GDNativeClassBinding.setDefaultLength, _godot_object, default_length);
122 	}
123 	/**
124 	
125 	*/
126 	void setRest(in Transform2D rest)
127 	{
128 		checkClassBinding!(typeof(this))();
129 		ptrcall!(void)(GDNativeClassBinding.setRest, _godot_object, rest);
130 	}
131 	/**
132 	Length of the bone's representation drawn in the editor's viewport in pixels.
133 	*/
134 	@property double defaultLength()
135 	{
136 		return getDefaultLength();
137 	}
138 	/// ditto
139 	@property void defaultLength(double v)
140 	{
141 		setDefaultLength(v);
142 	}
143 	/**
144 	Rest transform of the bone. You can reset the node's transforms to this value using $(D applyRest).
145 	*/
146 	@property Transform2D rest()
147 	{
148 		return getRest();
149 	}
150 	/// ditto
151 	@property void rest(Transform2D v)
152 	{
153 		setRest(v);
154 	}
155 }