godot/scene/resources/2d/skeleton/skeleton_modification_2d_fabrik.cpp

/**************************************************************************/
/*  skeleton_modification_2d_fabrik.cpp                                   */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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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_fabrik.h"
#include "scene/2d/skeleton_2d.h"

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

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() {}