#include "skeleton_modification_2d_jiggle.h"
#include "scene/2d/skeleton_2d.h"
#include "scene/resources/world_2d.h"
bool SkeletonModification2DJiggle::_set(const StringName &p_path, const Variant &p_value) { … }
bool SkeletonModification2DJiggle::_get(const StringName &p_path, Variant &r_ret) const { … }
void SkeletonModification2DJiggle::_get_property_list(List<PropertyInfo> *p_list) const { … }
void SkeletonModification2DJiggle::_execute(float p_delta) { … }
void SkeletonModification2DJiggle::_execute_jiggle_joint(int p_joint_idx, Node2D *p_target, float p_delta) { … }
void SkeletonModification2DJiggle::_update_jiggle_joint_data() { … }
void SkeletonModification2DJiggle::_setup_modification(SkeletonModificationStack2D *p_stack) { … }
void SkeletonModification2DJiggle::update_target_cache() { … }
void SkeletonModification2DJiggle::jiggle_joint_update_bone2d_cache(int p_joint_idx) { … }
void SkeletonModification2DJiggle::set_target_node(const NodePath &p_target_node) { … }
NodePath SkeletonModification2DJiggle::get_target_node() const { … }
void SkeletonModification2DJiggle::set_stiffness(float p_stiffness) { … }
float SkeletonModification2DJiggle::get_stiffness() const { … }
void SkeletonModification2DJiggle::set_mass(float p_mass) { … }
float SkeletonModification2DJiggle::get_mass() const { … }
void SkeletonModification2DJiggle::set_damping(float p_damping) { … }
float SkeletonModification2DJiggle::get_damping() const { … }
void SkeletonModification2DJiggle::set_use_gravity(bool p_use_gravity) { … }
bool SkeletonModification2DJiggle::get_use_gravity() const { … }
void SkeletonModification2DJiggle::set_gravity(Vector2 p_gravity) { … }
Vector2 SkeletonModification2DJiggle::get_gravity() const { … }
void SkeletonModification2DJiggle::set_use_colliders(bool p_use_colliders) { … }
bool SkeletonModification2DJiggle::get_use_colliders() const { … }
void SkeletonModification2DJiggle::set_collision_mask(int p_mask) { … }
int SkeletonModification2DJiggle::get_collision_mask() const { … }
int SkeletonModification2DJiggle::get_jiggle_data_chain_length() { … }
void SkeletonModification2DJiggle::set_jiggle_data_chain_length(int p_length) { … }
void SkeletonModification2DJiggle::set_jiggle_joint_bone2d_node(int p_joint_idx, const NodePath &p_target_node) { … }
NodePath SkeletonModification2DJiggle::get_jiggle_joint_bone2d_node(int p_joint_idx) const { … }
void SkeletonModification2DJiggle::set_jiggle_joint_bone_index(int p_joint_idx, int p_bone_idx) { … }
int SkeletonModification2DJiggle::get_jiggle_joint_bone_index(int p_joint_idx) const { … }
void SkeletonModification2DJiggle::set_jiggle_joint_override(int p_joint_idx, bool p_override) { … }
bool SkeletonModification2DJiggle::get_jiggle_joint_override(int p_joint_idx) const { … }
void SkeletonModification2DJiggle::set_jiggle_joint_stiffness(int p_joint_idx, float p_stiffness) { … }
float SkeletonModification2DJiggle::get_jiggle_joint_stiffness(int p_joint_idx) const { … }
void SkeletonModification2DJiggle::set_jiggle_joint_mass(int p_joint_idx, float p_mass) { … }
float SkeletonModification2DJiggle::get_jiggle_joint_mass(int p_joint_idx) const { … }
void SkeletonModification2DJiggle::set_jiggle_joint_damping(int p_joint_idx, float p_damping) { … }
float SkeletonModification2DJiggle::get_jiggle_joint_damping(int p_joint_idx) const { … }
void SkeletonModification2DJiggle::set_jiggle_joint_use_gravity(int p_joint_idx, bool p_use_gravity) { … }
bool SkeletonModification2DJiggle::get_jiggle_joint_use_gravity(int p_joint_idx) const { … }
void SkeletonModification2DJiggle::set_jiggle_joint_gravity(int p_joint_idx, Vector2 p_gravity) { … }
Vector2 SkeletonModification2DJiggle::get_jiggle_joint_gravity(int p_joint_idx) const { … }
void SkeletonModification2DJiggle::_bind_methods() { … }
SkeletonModification2DJiggle::SkeletonModification2DJiggle() { … }
SkeletonModification2DJiggle::~SkeletonModification2DJiggle() { … }