godot/scene/2d/light_occluder_2d.cpp

/**************************************************************************/
/*  light_occluder_2d.cpp                                                 */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "light_occluder_2d.h"

#include "core/config/engine.h"
#include "core/math/geometry_2d.h"

#define LINE_GRAB_WIDTH

#ifdef TOOLS_ENABLED
Rect2 OccluderPolygon2D::_edit_get_rect() const {}

bool OccluderPolygon2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {}
#endif

void OccluderPolygon2D::set_polygon(const Vector<Vector2> &p_polygon) {}

Vector<Vector2> OccluderPolygon2D::get_polygon() const {}

void OccluderPolygon2D::set_closed(bool p_closed) {}

bool OccluderPolygon2D::is_closed() const {}

void OccluderPolygon2D::set_cull_mode(CullMode p_mode) {}

OccluderPolygon2D::CullMode OccluderPolygon2D::get_cull_mode() const {}

RID OccluderPolygon2D::get_rid() const {}

void OccluderPolygon2D::_bind_methods() {}

OccluderPolygon2D::OccluderPolygon2D() {}

OccluderPolygon2D::~OccluderPolygon2D() {}

void LightOccluder2D::_poly_changed() {}

void LightOccluder2D::_physics_interpolated_changed() {}

void LightOccluder2D::_notification(int p_what) {}

#ifdef TOOLS_ENABLED
Rect2 LightOccluder2D::_edit_get_rect() const {}

bool LightOccluder2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {}
#endif

void LightOccluder2D::set_occluder_polygon(const Ref<OccluderPolygon2D> &p_polygon) {}

Ref<OccluderPolygon2D> LightOccluder2D::get_occluder_polygon() const {}

void LightOccluder2D::set_occluder_light_mask(int p_mask) {}

int LightOccluder2D::get_occluder_light_mask() const {}

PackedStringArray LightOccluder2D::get_configuration_warnings() const {}

void LightOccluder2D::set_as_sdf_collision(bool p_enable) {}
bool LightOccluder2D::is_set_as_sdf_collision() const {}

void LightOccluder2D::_bind_methods() {}

LightOccluder2D::LightOccluder2D() {}

LightOccluder2D::~LightOccluder2D() {}