godot/scene/3d/skeleton_3d.cpp

/**************************************************************************/
/*  skeleton_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 "skeleton_3d.h"
#include "skeleton_3d.compat.inc"

#include "core/variant/type_info.h"
#include "scene/3d/skeleton_modifier_3d.h"
#include "scene/resources/surface_tool.h"
#ifndef DISABLE_DEPRECATED
#include "scene/3d/physical_bone_simulator_3d.h"
#endif // _DISABLE_DEPRECATED

void SkinReference::_skin_changed() {}

void SkinReference::_bind_methods() {}

RID SkinReference::get_skeleton() const {}

Ref<Skin> SkinReference::get_skin() const {}

SkinReference::~SkinReference() {}

///////////////////////////////////////

bool Skeleton3D::_set(const StringName &p_path, const Variant &p_value) {}

bool Skeleton3D::_get(const StringName &p_path, Variant &r_ret) const {}

void Skeleton3D::_get_property_list(List<PropertyInfo> *p_list) const {}

void Skeleton3D::_validate_property(PropertyInfo &p_property) const {}

void Skeleton3D::_update_process_order() const {}

void Skeleton3D::_update_bone_names() const {}

StringName Skeleton3D::get_concatenated_bone_names() const {}

#ifndef DISABLE_DEPRECATED
void Skeleton3D::setup_simulator() {}
#endif // _DISABLE_DEPRECATED

void Skeleton3D::_notification(int p_what) {}

void Skeleton3D::set_modifier_callback_mode_process(Skeleton3D::ModifierCallbackModeProcess p_mode) {}

Skeleton3D::ModifierCallbackModeProcess Skeleton3D::get_modifier_callback_mode_process() const {}

void Skeleton3D::_process_changed() {}

void Skeleton3D::_make_modifiers_dirty() {}

void Skeleton3D::_update_bones_nested_set() const {}

int Skeleton3D::_update_bone_nested_set(int p_bone, int p_offset) const {}

void Skeleton3D::_make_bone_global_poses_dirty() const {}

void Skeleton3D::_make_bone_global_pose_subtree_dirty(int p_bone) const {}

void Skeleton3D::_update_bone_global_pose(int p_bone) const {}

Transform3D Skeleton3D::get_bone_global_pose(int p_bone) const {}

void Skeleton3D::set_bone_global_pose(int p_bone, const Transform3D &p_pose) {}

void Skeleton3D::set_motion_scale(float p_motion_scale) {}

float Skeleton3D::get_motion_scale() const {}

// Skeleton creation api

uint64_t Skeleton3D::get_version() const {}

int Skeleton3D::add_bone(const String &p_name) {}

int Skeleton3D::find_bone(const String &p_name) const {}

String Skeleton3D::get_bone_name(int p_bone) const {}

void Skeleton3D::set_bone_name(int p_bone, const String &p_name) {}

Variant Skeleton3D::get_bone_meta(int p_bone, const StringName &p_key) const {}

TypedArray<StringName> Skeleton3D::_get_bone_meta_list_bind(int p_bone) const {}

void Skeleton3D::get_bone_meta_list(int p_bone, List<StringName> *p_list) const {}

bool Skeleton3D::has_bone_meta(int p_bone, const StringName &p_key) const {}

void Skeleton3D::set_bone_meta(int p_bone, const StringName &p_key, const Variant &p_value) {}

bool Skeleton3D::is_bone_parent_of(int p_bone, int p_parent_bone_id) const {}

int Skeleton3D::get_bone_count() const {}

void Skeleton3D::set_bone_parent(int p_bone, int p_parent) {}

void Skeleton3D::unparent_bone_and_rest(int p_bone) {}

int Skeleton3D::get_bone_parent(int p_bone) const {}

Vector<int> Skeleton3D::get_bone_children(int p_bone) const {}

Vector<int> Skeleton3D::get_parentless_bones() const {}

void Skeleton3D::set_bone_rest(int p_bone, const Transform3D &p_rest) {}
Transform3D Skeleton3D::get_bone_rest(int p_bone) const {}
Transform3D Skeleton3D::get_bone_global_rest(int p_bone) const {}

void Skeleton3D::set_bone_enabled(int p_bone, bool p_enabled) {}

bool Skeleton3D::is_bone_enabled(int p_bone) const {}

void Skeleton3D::set_show_rest_only(bool p_enabled) {}

bool Skeleton3D::is_show_rest_only() const {}

void Skeleton3D::clear_bones() {}

// Posing api

void Skeleton3D::set_bone_pose(int p_bone, const Transform3D &p_pose) {}

void Skeleton3D::set_bone_pose_position(int p_bone, const Vector3 &p_position) {}
void Skeleton3D::set_bone_pose_rotation(int p_bone, const Quaternion &p_rotation) {}
void Skeleton3D::set_bone_pose_scale(int p_bone, const Vector3 &p_scale) {}

Vector3 Skeleton3D::get_bone_pose_position(int p_bone) const {}

Quaternion Skeleton3D::get_bone_pose_rotation(int p_bone) const {}

Vector3 Skeleton3D::get_bone_pose_scale(int p_bone) const {}

void Skeleton3D::reset_bone_pose(int p_bone) {}

void Skeleton3D::reset_bone_poses() {}

Transform3D Skeleton3D::get_bone_pose(int p_bone) const {}

void Skeleton3D::_make_dirty() {}

void Skeleton3D::_update_deferred(UpdateFlag p_update_flag) {}

void Skeleton3D::localize_rests() {}

void Skeleton3D::_skin_changed() {}

Ref<Skin> Skeleton3D::create_skin_from_rest_transforms() {}

Ref<SkinReference> Skeleton3D::register_skin(const Ref<Skin> &p_skin) {}

void Skeleton3D::force_update_deferred() {}

void Skeleton3D::force_update_all_dirty_bones() {}

void Skeleton3D::_force_update_all_dirty_bones() const {}

void Skeleton3D::force_update_all_bone_transforms() {}

void Skeleton3D::_force_update_all_bone_transforms() const {}

void Skeleton3D::force_update_bone_children_transforms(int p_bone_idx) {}

void Skeleton3D::_force_update_bone_children_transforms(int p_bone_idx) const {}

void Skeleton3D::_find_modifiers() {}

void Skeleton3D::_process_modifiers() {}

void Skeleton3D::add_child_notify(Node *p_child) {}

void Skeleton3D::move_child_notify(Node *p_child) {}

void Skeleton3D::remove_child_notify(Node *p_child) {}

void Skeleton3D::_bind_methods() {}

#ifndef DISABLE_DEPRECATED
void Skeleton3D::clear_bones_global_pose_override() {}

void Skeleton3D::set_bone_global_pose_override(int p_bone, const Transform3D &p_pose, real_t p_amount, bool p_persistent) {}

Transform3D Skeleton3D::get_bone_global_pose_override(int p_bone) const {}

Transform3D Skeleton3D::get_bone_global_pose_no_override(int p_bone) const {}

Node *Skeleton3D::get_simulator() {}

void Skeleton3D::set_animate_physical_bones(bool p_enabled) {}

bool Skeleton3D::get_animate_physical_bones() const {}

void Skeleton3D::physical_bones_stop_simulation() {}

void Skeleton3D::physical_bones_start_simulation_on(const TypedArray<StringName> &p_bones) {}

void Skeleton3D::physical_bones_add_collision_exception(RID p_exception) {}

void Skeleton3D::physical_bones_remove_collision_exception(RID p_exception) {}
#endif // _DISABLE_DEPRECATED

Skeleton3D::Skeleton3D() {}

Skeleton3D::~Skeleton3D() {}