godot/scene/3d/skeleton_ik_3d.cpp

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/*  skeleton_ik_3d.cpp                                                    */
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#include "skeleton_ik_3d.h"

FabrikInverseKinematic::ChainItem *FabrikInverseKinematic::ChainItem::find_child(const BoneId p_bone_id) {}

FabrikInverseKinematic::ChainItem *FabrikInverseKinematic::ChainItem::add_child(const BoneId p_bone_id) {}

/// Build a chain that starts from the root to tip
bool FabrikInverseKinematic::build_chain(Task *p_task, bool p_force_simple_chain) {}

void FabrikInverseKinematic::solve_simple(Task *p_task, bool p_solve_magnet, Vector3 p_origin_pos) {}

void FabrikInverseKinematic::solve_simple_backwards(const Chain &r_chain, bool p_solve_magnet) {}

void FabrikInverseKinematic::solve_simple_forwards(Chain &r_chain, bool p_solve_magnet, Vector3 p_origin_pos) {}

FabrikInverseKinematic::Task *FabrikInverseKinematic::create_simple_task(Skeleton3D *p_sk, BoneId root_bone, BoneId tip_bone, const Transform3D &goal_transform) {}

void FabrikInverseKinematic::free_task(Task *p_task) {}

void FabrikInverseKinematic::set_goal(Task *p_task, const Transform3D &p_goal) {}

void FabrikInverseKinematic::make_goal(Task *p_task, const Transform3D &p_inverse_transf) {}

void FabrikInverseKinematic::solve(Task *p_task, bool override_tip_basis, bool p_use_magnet, const Vector3 &p_magnet_position) {}

void FabrikInverseKinematic::_update_chain(const Skeleton3D *p_sk, ChainItem *p_chain_item) {}

void SkeletonIK3D::_validate_property(PropertyInfo &p_property) const {}

void SkeletonIK3D::_bind_methods() {}

void SkeletonIK3D::_process_modification() {}

void SkeletonIK3D::_notification(int p_what) {}

SkeletonIK3D::SkeletonIK3D() {}

SkeletonIK3D::~SkeletonIK3D() {}

void SkeletonIK3D::set_root_bone(const StringName &p_root_bone) {}

StringName SkeletonIK3D::get_root_bone() const {}

void SkeletonIK3D::set_tip_bone(const StringName &p_tip_bone) {}

StringName SkeletonIK3D::get_tip_bone() const {}

#ifndef DISABLE_DEPRECATED
void SkeletonIK3D::_set_interpolation(real_t p_interpolation) {}

real_t SkeletonIK3D::_get_interpolation() const {}
#endif

void SkeletonIK3D::set_target_transform(const Transform3D &p_target) {}

const Transform3D &SkeletonIK3D::get_target_transform() const {}

void SkeletonIK3D::set_target_node(const NodePath &p_node) {}

NodePath SkeletonIK3D::get_target_node() {}

void SkeletonIK3D::set_override_tip_basis(bool p_override) {}

bool SkeletonIK3D::is_override_tip_basis() const {}

void SkeletonIK3D::set_use_magnet(bool p_use) {}

bool SkeletonIK3D::is_using_magnet() const {}

void SkeletonIK3D::set_magnet_position(const Vector3 &p_local_position) {}

const Vector3 &SkeletonIK3D::get_magnet_position() const {}

void SkeletonIK3D::set_min_distance(real_t p_min_distance) {}

void SkeletonIK3D::set_max_iterations(int p_iterations) {}

Skeleton3D *SkeletonIK3D::get_parent_skeleton() const {}

bool SkeletonIK3D::is_running() {}

void SkeletonIK3D::start(bool p_one_time) {}

void SkeletonIK3D::stop() {}

Transform3D SkeletonIK3D::_get_target_transform() {}

void SkeletonIK3D::reload_chain() {}

void SkeletonIK3D::reload_goal() {}

void SkeletonIK3D::_solve_chain() {}