godot/scene/resources/2d/skeleton/skeleton_modification_2d.cpp

/**************************************************************************/
/*  skeleton_modification_2d.cpp                                          */
/**************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "skeleton_modification_2d.h"
#include "scene/2d/skeleton_2d.h"

#include "scene/2d/physics/collision_object_2d.h"
#include "scene/2d/physics/collision_shape_2d.h"
#include "scene/2d/physics/physical_bone_2d.h"

#ifdef TOOLS_ENABLED
#include "editor/editor_settings.h"
#endif // TOOLS_ENABLED

///////////////////////////////////////
// Modification2D
///////////////////////////////////////

void SkeletonModification2D::_execute(float p_delta) {}

void SkeletonModification2D::_setup_modification(SkeletonModificationStack2D *p_stack) {}

void SkeletonModification2D::_draw_editor_gizmo() {}

void SkeletonModification2D::set_enabled(bool p_enabled) {}

bool SkeletonModification2D::get_enabled() {}

float SkeletonModification2D::clamp_angle(float p_angle, float p_min_bound, float p_max_bound, bool p_invert) {}

void SkeletonModification2D::editor_draw_angle_constraints(Bone2D *p_operation_bone, float p_min_bound, float p_max_bound,
		bool p_constraint_enabled, bool p_constraint_in_localspace, bool p_constraint_inverted) {}

Ref<SkeletonModificationStack2D> SkeletonModification2D::get_modification_stack() {}

void SkeletonModification2D::set_is_setup(bool p_setup) {}

bool SkeletonModification2D::get_is_setup() const {}

void SkeletonModification2D::set_execution_mode(int p_mode) {}

int SkeletonModification2D::get_execution_mode() const {}

void SkeletonModification2D::set_editor_draw_gizmo(bool p_draw_gizmo) {}

bool SkeletonModification2D::get_editor_draw_gizmo() const {}

void SkeletonModification2D::_bind_methods() {}

void SkeletonModification2D::reset_state() {}

SkeletonModification2D::SkeletonModification2D() {}