godot/scene/resources/2d/skeleton/skeleton_modification_2d_physicalbones.cpp

/**************************************************************************/
/*  skeleton_modification_2d_physicalbones.cpp                            */
/**************************************************************************/
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#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() {}