godot/scene/resources/2d/skeleton/skeleton_modification_2d_lookat.cpp

/**************************************************************************/
/*  skeleton_modification_2d_lookat.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_lookat.h"
#include "scene/2d/skeleton_2d.h"

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

bool SkeletonModification2DLookAt::_set(const StringName &p_path, const Variant &p_value) {}

bool SkeletonModification2DLookAt::_get(const StringName &p_path, Variant &r_ret) const {}

void SkeletonModification2DLookAt::_get_property_list(List<PropertyInfo> *p_list) const {}

void SkeletonModification2DLookAt::_execute(float p_delta) {}

void SkeletonModification2DLookAt::_setup_modification(SkeletonModificationStack2D *p_stack) {}

void SkeletonModification2DLookAt::_draw_editor_gizmo() {}

void SkeletonModification2DLookAt::update_bone2d_cache() {}

void SkeletonModification2DLookAt::set_bone2d_node(const NodePath &p_target_node) {}

NodePath SkeletonModification2DLookAt::get_bone2d_node() const {}

int SkeletonModification2DLookAt::get_bone_index() const {}

void SkeletonModification2DLookAt::set_bone_index(int p_bone_idx) {}

void SkeletonModification2DLookAt::update_target_cache() {}

void SkeletonModification2DLookAt::set_target_node(const NodePath &p_target_node) {}

NodePath SkeletonModification2DLookAt::get_target_node() const {}

float SkeletonModification2DLookAt::get_additional_rotation() const {}

void SkeletonModification2DLookAt::set_additional_rotation(float p_rotation) {}

void SkeletonModification2DLookAt::set_enable_constraint(bool p_constraint) {}

bool SkeletonModification2DLookAt::get_enable_constraint() const {}

void SkeletonModification2DLookAt::set_constraint_angle_min(float p_angle_min) {}

float SkeletonModification2DLookAt::get_constraint_angle_min() const {}

void SkeletonModification2DLookAt::set_constraint_angle_max(float p_angle_max) {}

float SkeletonModification2DLookAt::get_constraint_angle_max() const {}

void SkeletonModification2DLookAt::set_constraint_angle_invert(bool p_invert) {}

bool SkeletonModification2DLookAt::get_constraint_angle_invert() const {}

void SkeletonModification2DLookAt::set_constraint_in_localspace(bool p_constraint_in_localspace) {}

bool SkeletonModification2DLookAt::get_constraint_in_localspace() const {}

void SkeletonModification2DLookAt::_bind_methods() {}

SkeletonModification2DLookAt::SkeletonModification2DLookAt() {}

SkeletonModification2DLookAt::~SkeletonModification2DLookAt() {}