godot/scene/resources/skeleton_profile.cpp

/**************************************************************************/
/*  skeleton_profile.cpp                                                  */
/**************************************************************************/
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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_profile.h"

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

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

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

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

StringName SkeletonProfile::get_root_bone() {}

void SkeletonProfile::set_root_bone(const StringName &p_bone_name) {}

StringName SkeletonProfile::get_scale_base_bone() {}

void SkeletonProfile::set_scale_base_bone(const StringName &p_bone_name) {}

int SkeletonProfile::get_group_size() {}

void SkeletonProfile::set_group_size(int p_size) {}

StringName SkeletonProfile::get_group_name(int p_group_idx) const {}

void SkeletonProfile::set_group_name(int p_group_idx, const StringName &p_group_name) {}

Ref<Texture2D> SkeletonProfile::get_texture(int p_group_idx) const {}

void SkeletonProfile::set_texture(int p_group_idx, const Ref<Texture2D> &p_texture) {}

int SkeletonProfile::get_bone_size() {}

void SkeletonProfile::set_bone_size(int p_size) {}

int SkeletonProfile::find_bone(const StringName &p_bone_name) const {}

PackedStringArray SkeletonProfile::get_bone_names() {}

StringName SkeletonProfile::get_bone_name(int p_bone_idx) const {}

void SkeletonProfile::set_bone_name(int p_bone_idx, const StringName &p_bone_name) {}

StringName SkeletonProfile::get_bone_parent(int p_bone_idx) const {}

void SkeletonProfile::set_bone_parent(int p_bone_idx, const StringName &p_bone_parent) {}

SkeletonProfile::TailDirection SkeletonProfile::get_tail_direction(int p_bone_idx) const {}

void SkeletonProfile::set_tail_direction(int p_bone_idx, TailDirection p_tail_direction) {}

StringName SkeletonProfile::get_bone_tail(int p_bone_idx) const {}

void SkeletonProfile::set_bone_tail(int p_bone_idx, const StringName &p_bone_tail) {}

Transform3D SkeletonProfile::get_reference_pose(int p_bone_idx) const {}

void SkeletonProfile::set_reference_pose(int p_bone_idx, const Transform3D &p_reference_pose) {}

Vector2 SkeletonProfile::get_handle_offset(int p_bone_idx) const {}

void SkeletonProfile::set_handle_offset(int p_bone_idx, const Vector2 &p_handle_offset) {}

StringName SkeletonProfile::get_group(int p_bone_idx) const {}

void SkeletonProfile::set_group(int p_bone_idx, const StringName &p_group) {}

bool SkeletonProfile::is_required(int p_bone_idx) const {}

void SkeletonProfile::set_required(int p_bone_idx, bool p_required) {}

bool SkeletonProfile::has_bone(const StringName &p_bone_name) {}

void SkeletonProfile::_bind_methods() {}

SkeletonProfile::SkeletonProfile() {}

SkeletonProfile::~SkeletonProfile() {}

SkeletonProfileHumanoid::SkeletonProfileHumanoid() {}

SkeletonProfileHumanoid::~SkeletonProfileHumanoid() {}

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