/**************************************************************************/ /* skeleton_modifier_3d.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #include "skeleton_modifier_3d.h" void SkeletonModifier3D::_validate_property(PropertyInfo &p_property) const { … } PackedStringArray SkeletonModifier3D::get_configuration_warnings() const { … } /* Skeleton3D */ Skeleton3D *SkeletonModifier3D::get_skeleton() const { … } void SkeletonModifier3D::_update_skeleton_path() { … } void SkeletonModifier3D::_update_skeleton() { … } void SkeletonModifier3D::_skeleton_changed(Skeleton3D *p_old, Skeleton3D *p_new) { … } void SkeletonModifier3D::_force_update_skeleton_skin() { … } /* Process */ void SkeletonModifier3D::set_active(bool p_active) { … } bool SkeletonModifier3D::is_active() const { … } void SkeletonModifier3D::_set_active(bool p_active) { … } void SkeletonModifier3D::set_influence(real_t p_influence) { … } real_t SkeletonModifier3D::get_influence() const { … } void SkeletonModifier3D::process_modification() { … } void SkeletonModifier3D::_process_modification() { … } void SkeletonModifier3D::_notification(int p_what) { … } void SkeletonModifier3D::_bind_methods() { … } SkeletonModifier3D::SkeletonModifier3D() { … }