#include "physical_bone_simulator_3d.h"
void PhysicalBoneSimulator3D::_skeleton_changed(Skeleton3D *p_old, Skeleton3D *p_new) { … }
void PhysicalBoneSimulator3D::_bone_list_changed() { … }
void PhysicalBoneSimulator3D::_pose_updated() { … }
void PhysicalBoneSimulator3D::_bone_pose_updated(Skeleton3D *p_skeleton, int p_bone_id) { … }
void PhysicalBoneSimulator3D::_set_active(bool p_active) { … }
void PhysicalBoneSimulator3D::_reset_physical_bones_state() { … }
bool PhysicalBoneSimulator3D::is_simulating_physics() const { … }
int PhysicalBoneSimulator3D::find_bone(const String &p_name) const { … }
String PhysicalBoneSimulator3D::get_bone_name(int p_bone) const { … }
int PhysicalBoneSimulator3D::get_bone_count() const { … }
bool PhysicalBoneSimulator3D::is_bone_parent_of(int p_bone, int p_parent_bone_id) const { … }
void PhysicalBoneSimulator3D::bind_physical_bone_to_bone(int p_bone, PhysicalBone3D *p_physical_bone) { … }
void PhysicalBoneSimulator3D::unbind_physical_bone_from_bone(int p_bone) { … }
PhysicalBone3D *PhysicalBoneSimulator3D::get_physical_bone(int p_bone) { … }
PhysicalBone3D *PhysicalBoneSimulator3D::get_physical_bone_parent(int p_bone) { … }
PhysicalBone3D *PhysicalBoneSimulator3D::_get_physical_bone_parent(int p_bone) { … }
void PhysicalBoneSimulator3D::_rebuild_physical_bones_cache() { … }
#ifndef DISABLE_DEPRECATED
void _pb_stop_simulation_compat(Node *p_node) { … }
#endif
void _pb_stop_simulation(Node *p_node) { … }
void PhysicalBoneSimulator3D::physical_bones_stop_simulation() { … }
#ifndef DISABLE_DEPRECATED
void _pb_start_simulation_compat(const PhysicalBoneSimulator3D *p_simulator, Node *p_node, const Vector<int> &p_sim_bones) { … }
#endif
void _pb_start_simulation(const PhysicalBoneSimulator3D *p_simulator, Node *p_node, const Vector<int> &p_sim_bones) { … }
void PhysicalBoneSimulator3D::physical_bones_start_simulation_on(const TypedArray<StringName> &p_bones) { … }
void _physical_bones_add_remove_collision_exception(bool p_add, Node *p_node, RID p_exception) { … }
void PhysicalBoneSimulator3D::physical_bones_add_collision_exception(RID p_exception) { … }
void PhysicalBoneSimulator3D::physical_bones_remove_collision_exception(RID p_exception) { … }
Transform3D PhysicalBoneSimulator3D::get_bone_global_pose(int p_bone) const { … }
void PhysicalBoneSimulator3D::set_bone_global_pose(int p_bone, const Transform3D &p_pose) { … }
void PhysicalBoneSimulator3D::_process_modification() { … }
void PhysicalBoneSimulator3D::_bind_methods() { … }
PhysicalBoneSimulator3D::PhysicalBoneSimulator3D() { … }