#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) { … }
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() { … }