godot/scene/resources/2d/skeleton/skeleton_modification_2d_ccdik.cpp

/**************************************************************************/
/*  skeleton_modification_2d_ccdik.cpp                                    */
/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "skeleton_modification_2d_ccdik.h"
#include "scene/2d/skeleton_2d.h"

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

bool SkeletonModification2DCCDIK::_set(const StringName &p_path, const Variant &p_value) {}

bool SkeletonModification2DCCDIK::_get(const StringName &p_path, Variant &r_ret) const {}

void SkeletonModification2DCCDIK::_get_property_list(List<PropertyInfo> *p_list) const {}

void SkeletonModification2DCCDIK::_execute(float p_delta) {}

void SkeletonModification2DCCDIK::_execute_ccdik_joint(int p_joint_idx, Node2D *p_target, Node2D *p_tip) {}

void SkeletonModification2DCCDIK::_setup_modification(SkeletonModificationStack2D *p_stack) {}

void SkeletonModification2DCCDIK::_draw_editor_gizmo() {}

void SkeletonModification2DCCDIK::update_target_cache() {}

void SkeletonModification2DCCDIK::update_tip_cache() {}

void SkeletonModification2DCCDIK::ccdik_joint_update_bone2d_cache(int p_joint_idx) {}

void SkeletonModification2DCCDIK::set_target_node(const NodePath &p_target_node) {}

NodePath SkeletonModification2DCCDIK::get_target_node() const {}

void SkeletonModification2DCCDIK::set_tip_node(const NodePath &p_tip_node) {}

NodePath SkeletonModification2DCCDIK::get_tip_node() const {}

void SkeletonModification2DCCDIK::set_ccdik_data_chain_length(int p_length) {}

int SkeletonModification2DCCDIK::get_ccdik_data_chain_length() {}

void SkeletonModification2DCCDIK::set_ccdik_joint_bone2d_node(int p_joint_idx, const NodePath &p_target_node) {}

NodePath SkeletonModification2DCCDIK::get_ccdik_joint_bone2d_node(int p_joint_idx) const {}

void SkeletonModification2DCCDIK::set_ccdik_joint_bone_index(int p_joint_idx, int p_bone_idx) {}

int SkeletonModification2DCCDIK::get_ccdik_joint_bone_index(int p_joint_idx) const {}

void SkeletonModification2DCCDIK::set_ccdik_joint_rotate_from_joint(int p_joint_idx, bool p_rotate_from_joint) {}

bool SkeletonModification2DCCDIK::get_ccdik_joint_rotate_from_joint(int p_joint_idx) const {}

void SkeletonModification2DCCDIK::set_ccdik_joint_enable_constraint(int p_joint_idx, bool p_constraint) {}

bool SkeletonModification2DCCDIK::get_ccdik_joint_enable_constraint(int p_joint_idx) const {}

void SkeletonModification2DCCDIK::set_ccdik_joint_constraint_angle_min(int p_joint_idx, float p_angle_min) {}

float SkeletonModification2DCCDIK::get_ccdik_joint_constraint_angle_min(int p_joint_idx) const {}

void SkeletonModification2DCCDIK::set_ccdik_joint_constraint_angle_max(int p_joint_idx, float p_angle_max) {}

float SkeletonModification2DCCDIK::get_ccdik_joint_constraint_angle_max(int p_joint_idx) const {}

void SkeletonModification2DCCDIK::set_ccdik_joint_constraint_angle_invert(int p_joint_idx, bool p_invert) {}

bool SkeletonModification2DCCDIK::get_ccdik_joint_constraint_angle_invert(int p_joint_idx) const {}

void SkeletonModification2DCCDIK::set_ccdik_joint_constraint_in_localspace(int p_joint_idx, bool p_constraint_in_localspace) {}

bool SkeletonModification2DCCDIK::get_ccdik_joint_constraint_in_localspace(int p_joint_idx) const {}

void SkeletonModification2DCCDIK::set_ccdik_joint_editor_draw_gizmo(int p_joint_idx, bool p_draw_gizmo) {}

bool SkeletonModification2DCCDIK::get_ccdik_joint_editor_draw_gizmo(int p_joint_idx) const {}

void SkeletonModification2DCCDIK::_bind_methods() {}

SkeletonModification2DCCDIK::SkeletonModification2DCCDIK() {}

SkeletonModification2DCCDIK::~SkeletonModification2DCCDIK() {}