/**************************************************************************/ /* skeleton_modification_2d_physicalbones.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_modification_2d_physicalbones.h" #include "scene/2d/physics/physical_bone_2d.h" #include "scene/2d/skeleton_2d.h" bool SkeletonModification2DPhysicalBones::_set(const StringName &p_path, const Variant &p_value) { … } bool SkeletonModification2DPhysicalBones::_get(const StringName &p_path, Variant &r_ret) const { … } void SkeletonModification2DPhysicalBones::_get_property_list(List<PropertyInfo> *p_list) const { … } void SkeletonModification2DPhysicalBones::_execute(float p_delta) { … } void SkeletonModification2DPhysicalBones::_setup_modification(SkeletonModificationStack2D *p_stack) { … } void SkeletonModification2DPhysicalBones::_physical_bone_update_cache(int p_joint_idx) { … } int SkeletonModification2DPhysicalBones::get_physical_bone_chain_length() { … } void SkeletonModification2DPhysicalBones::set_physical_bone_chain_length(int p_length) { … } void SkeletonModification2DPhysicalBones::fetch_physical_bones() { … } void SkeletonModification2DPhysicalBones::start_simulation(const TypedArray<StringName> &p_bones) { … } void SkeletonModification2DPhysicalBones::stop_simulation(const TypedArray<StringName> &p_bones) { … } void SkeletonModification2DPhysicalBones::_update_simulation_state() { … } void SkeletonModification2DPhysicalBones::set_physical_bone_node(int p_joint_idx, const NodePath &p_nodepath) { … } NodePath SkeletonModification2DPhysicalBones::get_physical_bone_node(int p_joint_idx) const { … } void SkeletonModification2DPhysicalBones::_bind_methods() { … } SkeletonModification2DPhysicalBones::SkeletonModification2DPhysicalBones() { … } SkeletonModification2DPhysicalBones::~SkeletonModification2DPhysicalBones() { … }