#include "skeleton_modification_2d_fabrik.h"
#include "scene/2d/skeleton_2d.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_settings.h"
#endif
bool SkeletonModification2DFABRIK::_set(const StringName &p_path, const Variant &p_value) { … }
bool SkeletonModification2DFABRIK::_get(const StringName &p_path, Variant &r_ret) const { … }
void SkeletonModification2DFABRIK::_get_property_list(List<PropertyInfo> *p_list) const { … }
void SkeletonModification2DFABRIK::_execute(float p_delta) { … }
void SkeletonModification2DFABRIK::chain_backwards() { … }
void SkeletonModification2DFABRIK::chain_forwards() { … }
void SkeletonModification2DFABRIK::_setup_modification(SkeletonModificationStack2D *p_stack) { … }
void SkeletonModification2DFABRIK::update_target_cache() { … }
void SkeletonModification2DFABRIK::fabrik_joint_update_bone2d_cache(int p_joint_idx) { … }
void SkeletonModification2DFABRIK::set_target_node(const NodePath &p_target_node) { … }
NodePath SkeletonModification2DFABRIK::get_target_node() const { … }
void SkeletonModification2DFABRIK::set_fabrik_data_chain_length(int p_length) { … }
int SkeletonModification2DFABRIK::get_fabrik_data_chain_length() { … }
void SkeletonModification2DFABRIK::set_fabrik_joint_bone2d_node(int p_joint_idx, const NodePath &p_target_node) { … }
NodePath SkeletonModification2DFABRIK::get_fabrik_joint_bone2d_node(int p_joint_idx) const { … }
void SkeletonModification2DFABRIK::set_fabrik_joint_bone_index(int p_joint_idx, int p_bone_idx) { … }
int SkeletonModification2DFABRIK::get_fabrik_joint_bone_index(int p_joint_idx) const { … }
void SkeletonModification2DFABRIK::set_fabrik_joint_magnet_position(int p_joint_idx, Vector2 p_magnet_position) { … }
Vector2 SkeletonModification2DFABRIK::get_fabrik_joint_magnet_position(int p_joint_idx) const { … }
void SkeletonModification2DFABRIK::set_fabrik_joint_use_target_rotation(int p_joint_idx, bool p_use_target_rotation) { … }
bool SkeletonModification2DFABRIK::get_fabrik_joint_use_target_rotation(int p_joint_idx) const { … }
void SkeletonModification2DFABRIK::_bind_methods() { … }
SkeletonModification2DFABRIK::SkeletonModification2DFABRIK() { … }
SkeletonModification2DFABRIK::~SkeletonModification2DFABRIK() { … }