/**************************************************************************/ /* bone_map.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 "bone_map.h" bool BoneMap::_set(const StringName &p_path, const Variant &p_value) { … } bool BoneMap::_get(const StringName &p_path, Variant &r_ret) const { … } void BoneMap::_get_property_list(List<PropertyInfo> *p_list) const { … } Ref<SkeletonProfile> BoneMap::get_profile() const { … } void BoneMap::set_profile(const Ref<SkeletonProfile> &p_profile) { … } StringName BoneMap::get_skeleton_bone_name(const StringName &p_profile_bone_name) const { … } void BoneMap::_set_skeleton_bone_name(const StringName &p_profile_bone_name, const StringName &p_skeleton_bone_name) { … } void BoneMap::set_skeleton_bone_name(const StringName &p_profile_bone_name, const StringName &p_skeleton_bone_name) { … } StringName BoneMap::find_profile_bone_name(const StringName &p_skeleton_bone_name) const { … } int BoneMap::get_skeleton_bone_name_count(const StringName &p_skeleton_bone_name) const { … } void BoneMap::_update_profile() { … } void BoneMap::_validate_bone_map() { … } void BoneMap::_bind_methods() { … } void BoneMap::_validate_property(PropertyInfo &property) const { … } BoneMap::BoneMap() { … } BoneMap::~BoneMap() { … } //////////////////////////////////////