godot/scene/3d/physical_bone_simulator_3d.cpp

/**************************************************************************/
/*  physical_bone_simulator_3d.cpp                                        */
/**************************************************************************/
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/*                             GODOT ENGINE                               */
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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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#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 // _DISABLE_DEPRECATED

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 // _DISABLE_DEPRECATED

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() {}