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			223 lines
		
	
	
	
		
			8.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
		
		
			
		
	
	
			223 lines
		
	
	
	
		
			8.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
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								/*************************************************************************/
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								/*  skeleton_modification_stack_3d.cpp                                   */
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								/*************************************************************************/
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								/*                       This file is part of:                           */
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								/*                           GODOT ENGINE                                */
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								/*                      https://godotengine.org                          */
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								/*************************************************************************/
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								/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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								/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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								/*                                                                       */
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								/* Permission is hereby granted, free of charge, to any person obtaining */
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								/* a copy of this software and associated documentation files (the       */
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								/* "Software"), to deal in the Software without restriction, including   */
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								/* without limitation the rights to use, copy, modify, merge, publish,   */
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								/* distribute, sublicense, and/or sell copies of the Software, and to    */
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								/* permit persons to whom the Software is furnished to do so, subject to */
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								/* the following conditions:                                             */
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								/*                                                                       */
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								/* The above copyright notice and this permission notice shall be        */
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								/* included in all copies or substantial portions of the Software.       */
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								/*                                                                       */
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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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								/*************************************************************************/
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								#include "skeleton_modification_stack_3d.h"
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								#include "scene/3d/skeleton_3d.h"
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								///////////////////////////////////////
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								// ModificationStack3D
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								///////////////////////////////////////
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								void SkeletonModificationStack3D::_get_property_list(List<PropertyInfo> *p_list) const {
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									for (uint32_t i = 0; i < modifications.size(); i++) {
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										p_list->push_back(
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												PropertyInfo(Variant::OBJECT, "modifications/" + itos(i),
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														PROPERTY_HINT_RESOURCE_TYPE,
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														"SkeletonModification3D",
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														PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_DEFERRED_SET_RESOURCE | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
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									}
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								}
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								bool SkeletonModificationStack3D::_set(const StringName &p_path, const Variant &p_value) {
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									String path = p_path;
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									if (path.begins_with("modifications/")) {
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										int mod_idx = path.get_slicec('/', 1).to_int();
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										set_modification(mod_idx, p_value);
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										return true;
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									}
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									return true;
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								}
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								bool SkeletonModificationStack3D::_get(const StringName &p_path, Variant &r_ret) const {
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									String path = p_path;
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									if (path.begins_with("modifications/")) {
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										int mod_idx = path.get_slicec('/', 1).to_int();
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										r_ret = get_modification(mod_idx);
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										return true;
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									}
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									return true;
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								}
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								void SkeletonModificationStack3D::setup() {
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									if (is_setup) {
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										return;
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									}
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									if (skeleton != nullptr) {
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										is_setup = true;
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										for (uint32_t i = 0; i < modifications.size(); i++) {
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											if (!modifications[i].is_valid()) {
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												continue;
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											}
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											modifications[i]->_setup_modification(this);
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										}
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									} else {
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										WARN_PRINT("Cannot setup SkeletonModificationStack3D: no skeleton set!");
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									}
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								}
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								void SkeletonModificationStack3D::execute(real_t p_delta, int p_execution_mode) {
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									ERR_FAIL_COND_MSG(!is_setup || skeleton == nullptr || is_queued_for_deletion(),
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											"Modification stack is not properly setup and therefore cannot execute!");
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									if (!skeleton->is_inside_tree()) {
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										ERR_PRINT_ONCE("Skeleton is not inside SceneTree! Cannot execute modification!");
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										return;
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									}
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									if (!enabled) {
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										return;
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									}
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									for (uint32_t i = 0; i < modifications.size(); i++) {
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										if (!modifications[i].is_valid()) {
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											continue;
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										}
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										if (modifications[i]->get_execution_mode() == p_execution_mode) {
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											modifications[i]->_execute(p_delta);
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										}
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									}
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								}
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								void SkeletonModificationStack3D::enable_all_modifications(bool p_enabled) {
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									for (uint32_t i = 0; i < modifications.size(); i++) {
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										if (!modifications[i].is_valid()) {
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											continue;
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										}
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										modifications[i]->set_enabled(p_enabled);
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									}
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								}
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								Ref<SkeletonModification3D> SkeletonModificationStack3D::get_modification(int p_mod_idx) const {
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									const int modifications_size = modifications.size();
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									ERR_FAIL_INDEX_V(p_mod_idx, modifications_size, nullptr);
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									return modifications[p_mod_idx];
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								}
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								void SkeletonModificationStack3D::add_modification(Ref<SkeletonModification3D> p_mod) {
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									p_mod->_setup_modification(this);
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									modifications.push_back(p_mod);
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								}
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								void SkeletonModificationStack3D::delete_modification(int p_mod_idx) {
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									const int modifications_size = modifications.size();
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									ERR_FAIL_INDEX(p_mod_idx, modifications_size);
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									modifications.remove(p_mod_idx);
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								}
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								void SkeletonModificationStack3D::set_modification(int p_mod_idx, Ref<SkeletonModification3D> p_mod) {
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									const int modifications_size = modifications.size();
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									ERR_FAIL_INDEX(p_mod_idx, modifications_size);
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									if (p_mod == nullptr) {
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										modifications.remove(p_mod_idx);
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									} else {
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										p_mod->_setup_modification(this);
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										modifications[p_mod_idx] = p_mod;
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									}
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								}
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								void SkeletonModificationStack3D::set_modification_count(int p_count) {
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									modifications.resize(p_count);
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									notify_property_list_changed();
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								}
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								int SkeletonModificationStack3D::get_modification_count() const {
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									return modifications.size();
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								}
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								void SkeletonModificationStack3D::set_skeleton(Skeleton3D *p_skeleton) {
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									skeleton = p_skeleton;
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								}
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								Skeleton3D *SkeletonModificationStack3D::get_skeleton() const {
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									return skeleton;
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								}
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								bool SkeletonModificationStack3D::get_is_setup() const {
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									return is_setup;
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								}
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								void SkeletonModificationStack3D::set_enabled(bool p_enabled) {
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									enabled = p_enabled;
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									if (!enabled && is_setup && skeleton != nullptr) {
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										skeleton->clear_bones_local_pose_override();
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									}
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								}
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								bool SkeletonModificationStack3D::get_enabled() const {
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									return enabled;
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								}
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								void SkeletonModificationStack3D::set_strength(real_t p_strength) {
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									ERR_FAIL_COND_MSG(p_strength < 0, "Strength cannot be less than zero!");
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									ERR_FAIL_COND_MSG(p_strength > 1, "Strength cannot be more than one!");
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									strength = p_strength;
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								}
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								real_t SkeletonModificationStack3D::get_strength() const {
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									return strength;
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								}
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								void SkeletonModificationStack3D::_bind_methods() {
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									ClassDB::bind_method(D_METHOD("setup"), &SkeletonModificationStack3D::setup);
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									ClassDB::bind_method(D_METHOD("execute", "delta", "execution_mode"), &SkeletonModificationStack3D::execute);
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									ClassDB::bind_method(D_METHOD("enable_all_modifications", "enabled"), &SkeletonModificationStack3D::enable_all_modifications);
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									ClassDB::bind_method(D_METHOD("get_modification", "mod_idx"), &SkeletonModificationStack3D::get_modification);
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									ClassDB::bind_method(D_METHOD("add_modification", "modification"), &SkeletonModificationStack3D::add_modification);
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									ClassDB::bind_method(D_METHOD("delete_modification", "mod_idx"), &SkeletonModificationStack3D::delete_modification);
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									ClassDB::bind_method(D_METHOD("set_modification", "mod_idx", "modification"), &SkeletonModificationStack3D::set_modification);
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									ClassDB::bind_method(D_METHOD("set_modification_count"), &SkeletonModificationStack3D::set_modification_count);
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									ClassDB::bind_method(D_METHOD("get_modification_count"), &SkeletonModificationStack3D::get_modification_count);
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									ClassDB::bind_method(D_METHOD("get_is_setup"), &SkeletonModificationStack3D::get_is_setup);
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									ClassDB::bind_method(D_METHOD("set_enabled", "enabled"), &SkeletonModificationStack3D::set_enabled);
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									ClassDB::bind_method(D_METHOD("get_enabled"), &SkeletonModificationStack3D::get_enabled);
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									ClassDB::bind_method(D_METHOD("set_strength", "strength"), &SkeletonModificationStack3D::set_strength);
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									ClassDB::bind_method(D_METHOD("get_strength"), &SkeletonModificationStack3D::get_strength);
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									ClassDB::bind_method(D_METHOD("get_skeleton"), &SkeletonModificationStack3D::get_skeleton);
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									ADD_PROPERTY(PropertyInfo(Variant::BOOL, "enabled"), "set_enabled", "get_enabled");
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									ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "strength", PROPERTY_HINT_RANGE, "0, 1, 0.001"), "set_strength", "get_strength");
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									ADD_PROPERTY(PropertyInfo(Variant::INT, "modification_count", PROPERTY_HINT_RANGE, "0, 100, 1"), "set_modification_count", "get_modification_count");
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								}
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								SkeletonModificationStack3D::SkeletonModificationStack3D() {
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								}
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