#include "bone_attachment_3d.h"
#include "bone_attachment_3d.compat.inc"
void BoneAttachment3D::_validate_property(PropertyInfo &p_property) const { … }
bool BoneAttachment3D::_set(const StringName &p_path, const Variant &p_value) { … }
bool BoneAttachment3D::_get(const StringName &p_path, Variant &r_ret) const { … }
void BoneAttachment3D::_get_property_list(List<PropertyInfo> *p_list) const { … }
PackedStringArray BoneAttachment3D::get_configuration_warnings() const { … }
void BoneAttachment3D::_update_external_skeleton_cache() { … }
void BoneAttachment3D::_check_bind() { … }
Skeleton3D *BoneAttachment3D::get_skeleton() { … }
void BoneAttachment3D::_check_unbind() { … }
void BoneAttachment3D::_transform_changed() { … }
void BoneAttachment3D::set_bone_name(const String &p_name) { … }
String BoneAttachment3D::get_bone_name() const { … }
void BoneAttachment3D::set_bone_idx(const int &p_idx) { … }
int BoneAttachment3D::get_bone_idx() const { … }
void BoneAttachment3D::set_override_pose(bool p_override) { … }
bool BoneAttachment3D::get_override_pose() const { … }
void BoneAttachment3D::set_use_external_skeleton(bool p_use_external) { … }
bool BoneAttachment3D::get_use_external_skeleton() const { … }
void BoneAttachment3D::set_external_skeleton(NodePath p_path) { … }
NodePath BoneAttachment3D::get_external_skeleton() const { … }
void BoneAttachment3D::_notification(int p_what) { … }
void BoneAttachment3D::on_skeleton_update() { … }
#ifdef TOOLS_ENABLED
void BoneAttachment3D::notify_skeleton_bones_renamed(Node *p_base_scene, Skeleton3D *p_skeleton, Dictionary p_rename_map) { … }
void BoneAttachment3D::notify_rebind_required() { … }
#endif
BoneAttachment3D::BoneAttachment3D() { … }
void BoneAttachment3D::_bind_methods() { … }