#include "godot_body_3d.h"
#include "godot_area_3d.h"
#include "godot_body_direct_state_3d.h"
#include "godot_space_3d.h"
void GodotBody3D::_mass_properties_changed() { … }
void GodotBody3D::_update_transform_dependent() { … }
void GodotBody3D::update_mass_properties() { … }
void GodotBody3D::reset_mass_properties() { … }
void GodotBody3D::set_active(bool p_active) { … }
void GodotBody3D::set_param(PhysicsServer3D::BodyParameter p_param, const Variant &p_value) { … }
Variant GodotBody3D::get_param(PhysicsServer3D::BodyParameter p_param) const { … }
void GodotBody3D::set_mode(PhysicsServer3D::BodyMode p_mode) { … }
PhysicsServer3D::BodyMode GodotBody3D::get_mode() const { … }
void GodotBody3D::_shapes_changed() { … }
void GodotBody3D::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) { … }
Variant GodotBody3D::get_state(PhysicsServer3D::BodyState p_state) const { … }
void GodotBody3D::set_space(GodotSpace3D *p_space) { … }
void GodotBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool lock) { … }
bool GodotBody3D::is_axis_locked(PhysicsServer3D::BodyAxis p_axis) const { … }
void GodotBody3D::integrate_forces(real_t p_step) { … }
void GodotBody3D::integrate_velocities(real_t p_step) { … }
void GodotBody3D::wakeup_neighbours() { … }
void GodotBody3D::call_queries() { … }
bool GodotBody3D::sleep_test(real_t p_step) { … }
void GodotBody3D::set_state_sync_callback(const Callable &p_callable) { … }
void GodotBody3D::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) { … }
GodotPhysicsDirectBodyState3D *GodotBody3D::get_direct_state() { … }
GodotBody3D::GodotBody3D() : … { … }
GodotBody3D::~GodotBody3D() { … }