godot/scene/3d/physics/physical_bone_3d.cpp

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/*  physical_bone_3d.cpp                                                  */
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/*                             GODOT ENGINE                               */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "physical_bone_3d.h"
#ifndef DISABLE_DEPRECATED
#include "scene/3d/skeleton_3d.h"
#endif //_DISABLE_DEPRECATED

bool PhysicalBone3D::JointData::_set(const StringName &p_name, const Variant &p_value, RID j) {}

bool PhysicalBone3D::JointData::_get(const StringName &p_name, Variant &r_ret) const {}

void PhysicalBone3D::JointData::_get_property_list(List<PropertyInfo> *p_list) const {}

void PhysicalBone3D::apply_central_impulse(const Vector3 &p_impulse) {}

void PhysicalBone3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {}

void PhysicalBone3D::set_linear_velocity(const Vector3 &p_velocity) {}

Vector3 PhysicalBone3D::get_linear_velocity() const {}

void PhysicalBone3D::set_angular_velocity(const Vector3 &p_velocity) {}

Vector3 PhysicalBone3D::get_angular_velocity() const {}

void PhysicalBone3D::set_use_custom_integrator(bool p_enable) {}

bool PhysicalBone3D::is_using_custom_integrator() {}

void PhysicalBone3D::reset_physics_simulation_state() {}

void PhysicalBone3D::reset_to_rest_position() {}

bool PhysicalBone3D::PinJointData::_set(const StringName &p_name, const Variant &p_value, RID j) {}

bool PhysicalBone3D::PinJointData::_get(const StringName &p_name, Variant &r_ret) const {}

void PhysicalBone3D::PinJointData::_get_property_list(List<PropertyInfo> *p_list) const {}

bool PhysicalBone3D::ConeJointData::_set(const StringName &p_name, const Variant &p_value, RID j) {}

bool PhysicalBone3D::ConeJointData::_get(const StringName &p_name, Variant &r_ret) const {}

void PhysicalBone3D::ConeJointData::_get_property_list(List<PropertyInfo> *p_list) const {}

bool PhysicalBone3D::HingeJointData::_set(const StringName &p_name, const Variant &p_value, RID j) {}

bool PhysicalBone3D::HingeJointData::_get(const StringName &p_name, Variant &r_ret) const {}

void PhysicalBone3D::HingeJointData::_get_property_list(List<PropertyInfo> *p_list) const {}

bool PhysicalBone3D::SliderJointData::_set(const StringName &p_name, const Variant &p_value, RID j) {}

bool PhysicalBone3D::SliderJointData::_get(const StringName &p_name, Variant &r_ret) const {}

void PhysicalBone3D::SliderJointData::_get_property_list(List<PropertyInfo> *p_list) const {}

bool PhysicalBone3D::SixDOFJointData::_set(const StringName &p_name, const Variant &p_value, RID j) {}

bool PhysicalBone3D::SixDOFJointData::_get(const StringName &p_name, Variant &r_ret) const {}

void PhysicalBone3D::SixDOFJointData::_get_property_list(List<PropertyInfo> *p_list) const {}

bool PhysicalBone3D::_set(const StringName &p_name, const Variant &p_value) {}

bool PhysicalBone3D::_get(const StringName &p_name, Variant &r_ret) const {}

void PhysicalBone3D::_get_property_list(List<PropertyInfo> *p_list) const {}

void PhysicalBone3D::_notification(int p_what) {}

void PhysicalBone3D::_sync_body_state(PhysicsDirectBodyState3D *p_state) {}

void PhysicalBone3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {}

void PhysicalBone3D::_bind_methods() {}

void PhysicalBone3D::_update_joint_offset() {}

void PhysicalBone3D::_fix_joint_offset() {}

void PhysicalBone3D::_reload_joint() {}

void PhysicalBone3D::_on_bone_parent_changed() {}

void PhysicalBone3D::_update_simulator_path() {}

PhysicalBoneSimulator3D *PhysicalBone3D::get_simulator() const {}

Skeleton3D *PhysicalBone3D::get_skeleton() const {}

#ifdef TOOLS_ENABLED
void PhysicalBone3D::_set_gizmo_move_joint(bool p_move_joint) {}

Transform3D PhysicalBone3D::get_global_gizmo_transform() const {}

Transform3D PhysicalBone3D::get_local_gizmo_transform() const {}
#endif

const PhysicalBone3D::JointData *PhysicalBone3D::get_joint_data() const {}

void PhysicalBone3D::set_joint_type(JointType p_joint_type) {}

PhysicalBone3D::JointType PhysicalBone3D::get_joint_type() const {}

void PhysicalBone3D::set_joint_offset(const Transform3D &p_offset) {}

const Transform3D &PhysicalBone3D::get_joint_offset() const {}

void PhysicalBone3D::set_joint_rotation(const Vector3 &p_euler_rad) {}

Vector3 PhysicalBone3D::get_joint_rotation() const {}

const Transform3D &PhysicalBone3D::get_body_offset() const {}

void PhysicalBone3D::set_body_offset(const Transform3D &p_offset) {}

void PhysicalBone3D::set_simulate_physics(bool p_simulate) {}

bool PhysicalBone3D::get_simulate_physics() {}

bool PhysicalBone3D::is_simulating_physics() {}

void PhysicalBone3D::set_bone_name(const String &p_name) {}

const String &PhysicalBone3D::get_bone_name() const {}

void PhysicalBone3D::set_mass(real_t p_mass) {}

real_t PhysicalBone3D::get_mass() const {}

void PhysicalBone3D::set_friction(real_t p_friction) {}

real_t PhysicalBone3D::get_friction() const {}

void PhysicalBone3D::set_bounce(real_t p_bounce) {}

real_t PhysicalBone3D::get_bounce() const {}

void PhysicalBone3D::set_gravity_scale(real_t p_gravity_scale) {}

real_t PhysicalBone3D::get_gravity_scale() const {}

void PhysicalBone3D::set_linear_damp_mode(DampMode p_mode) {}

PhysicalBone3D::DampMode PhysicalBone3D::get_linear_damp_mode() const {}

void PhysicalBone3D::set_angular_damp_mode(DampMode p_mode) {}

PhysicalBone3D::DampMode PhysicalBone3D::get_angular_damp_mode() const {}

void PhysicalBone3D::set_linear_damp(real_t p_linear_damp) {}

real_t PhysicalBone3D::get_linear_damp() const {}

void PhysicalBone3D::set_angular_damp(real_t p_angular_damp) {}

real_t PhysicalBone3D::get_angular_damp() const {}

void PhysicalBone3D::set_can_sleep(bool p_active) {}

bool PhysicalBone3D::is_able_to_sleep() const {}

PhysicalBone3D::PhysicalBone3D() :{}

PhysicalBone3D::~PhysicalBone3D() {}

void PhysicalBone3D::update_bone_id() {}

void PhysicalBone3D::update_offset() {}

void PhysicalBone3D::_start_physics_simulation() {}

void PhysicalBone3D::_stop_physics_simulation() {}