/**************************************************************************/ /* physical_bone_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 "physical_bone_2d.h" #include "scene/2d/physics/joints/joint_2d.h" void PhysicalBone2D::_notification(int p_what) { … } void PhysicalBone2D::_position_at_bone2d() { … } void PhysicalBone2D::_find_skeleton_parent() { … } void PhysicalBone2D::_find_joint_child() { … } PackedStringArray PhysicalBone2D::get_configuration_warnings() const { … } void PhysicalBone2D::_auto_configure_joint() { … } void PhysicalBone2D::_start_physics_simulation() { … } void PhysicalBone2D::_stop_physics_simulation() { … } Joint2D *PhysicalBone2D::get_joint() const { … } bool PhysicalBone2D::get_auto_configure_joint() const { … } void PhysicalBone2D::set_auto_configure_joint(bool p_auto_configure) { … } void PhysicalBone2D::set_simulate_physics(bool p_simulate) { … } bool PhysicalBone2D::get_simulate_physics() const { … } bool PhysicalBone2D::is_simulating_physics() const { … } void PhysicalBone2D::set_bone2d_nodepath(const NodePath &p_nodepath) { … } NodePath PhysicalBone2D::get_bone2d_nodepath() const { … } void PhysicalBone2D::set_bone2d_index(int p_bone_idx) { … } int PhysicalBone2D::get_bone2d_index() const { … } void PhysicalBone2D::set_follow_bone_when_simulating(bool p_follow_bone) { … } bool PhysicalBone2D::get_follow_bone_when_simulating() const { … } void PhysicalBone2D::_bind_methods() { … } PhysicalBone2D::PhysicalBone2D() { … } PhysicalBone2D::~PhysicalBone2D() { … }