godot/scene/2d/skeleton_2d.cpp

/**************************************************************************/
/*  skeleton_2d.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_2d.h"

#include "core/math/transform_interpolator.h"

#ifdef TOOLS_ENABLED
#include "editor/editor_data.h"
#include "editor/editor_settings.h"
#include "editor/plugins/canvas_item_editor_plugin.h"
#endif //TOOLS_ENABLED

bool Bone2D::_set(const StringName &p_path, const Variant &p_value) {}

bool Bone2D::_get(const StringName &p_path, Variant &r_ret) const {}

void Bone2D::_get_property_list(List<PropertyInfo> *p_list) const {}

void Bone2D::_notification(int p_what) {}

#ifdef TOOLS_ENABLED
bool Bone2D::_editor_get_bone_shape(Vector<Vector2> *p_shape, Vector<Vector2> *p_outline_shape, Bone2D *p_other_bone) {}

void Bone2D::_editor_set_show_bone_gizmo(bool p_show_gizmo) {}

bool Bone2D::_editor_get_show_bone_gizmo() const {}
#endif // TOOLS_ENABLED

void Bone2D::_bind_methods() {}

void Bone2D::set_rest(const Transform2D &p_rest) {}

Transform2D Bone2D::get_rest() const {}

Transform2D Bone2D::get_skeleton_rest() const {}

void Bone2D::apply_rest() {}

int Bone2D::get_index_in_skeleton() const {}

PackedStringArray Bone2D::get_configuration_warnings() const {}

void Bone2D::calculate_length_and_rotation() {}

void Bone2D::set_autocalculate_length_and_angle(bool p_autocalculate) {}

bool Bone2D::get_autocalculate_length_and_angle() const {}

void Bone2D::set_length(real_t p_length) {}

real_t Bone2D::get_length() const {}

void Bone2D::set_bone_angle(real_t p_angle) {}

real_t Bone2D::get_bone_angle() const {}

Bone2D::Bone2D() {}

Bone2D::~Bone2D() {}

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

bool Skeleton2D::_set(const StringName &p_path, const Variant &p_value) {}

bool Skeleton2D::_get(const StringName &p_path, Variant &r_ret) const {}

void Skeleton2D::_get_property_list(List<PropertyInfo> *p_list) const {}

void Skeleton2D::_make_bone_setup_dirty() {}

void Skeleton2D::_update_bone_setup() {}

void Skeleton2D::_make_transform_dirty() {}

void Skeleton2D::_update_transform() {}

int Skeleton2D::get_bone_count() const {}

Bone2D *Skeleton2D::get_bone(int p_idx) {}

void Skeleton2D::_update_process_mode() {}

void Skeleton2D::_ensure_update_interpolation_data() {}

void Skeleton2D::_physics_interpolated_changed() {}

void Skeleton2D::_notification(int p_what) {}

RID Skeleton2D::get_skeleton() const {}

void Skeleton2D::set_bone_local_pose_override(int p_bone_idx, Transform2D p_override, real_t p_amount, bool p_persistent) {}

Transform2D Skeleton2D::get_bone_local_pose_override(int p_bone_idx) {}

void Skeleton2D::set_modification_stack(Ref<SkeletonModificationStack2D> p_stack) {}

Ref<SkeletonModificationStack2D> Skeleton2D::get_modification_stack() const {}

void Skeleton2D::execute_modifications(real_t p_delta, int p_execution_mode) {}

void Skeleton2D::_bind_methods() {}

Skeleton2D::Skeleton2D() {}

Skeleton2D::~Skeleton2D() {}