#include "godot_soft_body_3d.h"
#include "godot_space_3d.h"
#include "core/math/geometry_3d.h"
#include "core/templates/rb_map.h"
#include "servers/rendering_server.h"
GodotSoftBody3D::GodotSoftBody3D() : … { … }
void GodotSoftBody3D::_shapes_changed() { … }
void GodotSoftBody3D::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) { … }
Variant GodotSoftBody3D::get_state(PhysicsServer3D::BodyState p_state) const { … }
void GodotSoftBody3D::set_space(GodotSpace3D *p_space) { … }
void GodotSoftBody3D::set_mesh(RID p_mesh) { … }
void GodotSoftBody3D::update_rendering_server(PhysicsServer3DRenderingServerHandler *p_rendering_server_handler) { … }
void GodotSoftBody3D::update_normals_and_centroids() { … }
void GodotSoftBody3D::update_bounds() { … }
void GodotSoftBody3D::update_constants() { … }
void GodotSoftBody3D::update_area() { … }
void GodotSoftBody3D::reset_link_rest_lengths() { … }
void GodotSoftBody3D::update_link_constants() { … }
void GodotSoftBody3D::apply_nodes_transform(const Transform3D &p_transform) { … }
Vector3 GodotSoftBody3D::get_vertex_position(int p_index) const { … }
void GodotSoftBody3D::set_vertex_position(int p_index, const Vector3 &p_position) { … }
void GodotSoftBody3D::pin_vertex(int p_index) { … }
void GodotSoftBody3D::unpin_vertex(int p_index) { … }
void GodotSoftBody3D::unpin_all_vertices() { … }
bool GodotSoftBody3D::is_vertex_pinned(int p_index) const { … }
uint32_t GodotSoftBody3D::get_node_count() const { … }
real_t GodotSoftBody3D::get_node_inv_mass(uint32_t p_node_index) const { … }
Vector3 GodotSoftBody3D::get_node_position(uint32_t p_node_index) const { … }
Vector3 GodotSoftBody3D::get_node_velocity(uint32_t p_node_index) const { … }
Vector3 GodotSoftBody3D::get_node_biased_velocity(uint32_t p_node_index) const { … }
void GodotSoftBody3D::apply_node_impulse(uint32_t p_node_index, const Vector3 &p_impulse) { … }
void GodotSoftBody3D::apply_node_bias_impulse(uint32_t p_node_index, const Vector3 &p_impulse) { … }
uint32_t GodotSoftBody3D::get_face_count() const { … }
void GodotSoftBody3D::get_face_points(uint32_t p_face_index, Vector3 &r_point_1, Vector3 &r_point_2, Vector3 &r_point_3) const { … }
Vector3 GodotSoftBody3D::get_face_normal(uint32_t p_face_index) const { … }
bool GodotSoftBody3D::create_from_trimesh(const Vector<int> &p_indices, const Vector<Vector3> &p_vertices) { … }
void GodotSoftBody3D::generate_bending_constraints(int p_distance) { … }
class LinkDeps { … };
LinkDepsPtr;
void GodotSoftBody3D::reoptimize_link_order() { … }
void GodotSoftBody3D::append_link(uint32_t p_node1, uint32_t p_node2) { … }
void GodotSoftBody3D::append_face(uint32_t p_node1, uint32_t p_node2, uint32_t p_node3) { … }
void GodotSoftBody3D::set_iteration_count(int p_val) { … }
void GodotSoftBody3D::set_total_mass(real_t p_val) { … }
void GodotSoftBody3D::set_collision_margin(real_t p_val) { … }
void GodotSoftBody3D::set_linear_stiffness(real_t p_val) { … }
void GodotSoftBody3D::set_pressure_coefficient(real_t p_val) { … }
void GodotSoftBody3D::set_damping_coefficient(real_t p_val) { … }
void GodotSoftBody3D::set_drag_coefficient(real_t p_val) { … }
void GodotSoftBody3D::add_velocity(const Vector3 &p_velocity) { … }
void GodotSoftBody3D::apply_forces(const LocalVector<GodotArea3D *> &p_wind_areas) { … }
Vector3 GodotSoftBody3D::_compute_area_windforce(const GodotArea3D *p_area, const Face *p_face) { … }
void GodotSoftBody3D::predict_motion(real_t p_delta) { … }
void GodotSoftBody3D::solve_constraints(real_t p_delta) { … }
void GodotSoftBody3D::solve_links(real_t kst, real_t ti) { … }
struct AABBQueryResult { … };
void GodotSoftBody3D::query_aabb(const AABB &p_aabb, GodotSoftBody3D::QueryResultCallback p_result_callback, void *p_userdata) { … }
struct RayQueryResult { … };
void GodotSoftBody3D::query_ray(const Vector3 &p_from, const Vector3 &p_to, GodotSoftBody3D::QueryResultCallback p_result_callback, void *p_userdata) { … }
void GodotSoftBody3D::initialize_face_tree() { … }
void GodotSoftBody3D::update_face_tree(real_t p_delta) { … }
void GodotSoftBody3D::initialize_shape(bool p_force_move) { … }
void GodotSoftBody3D::deinitialize_shape() { … }
void GodotSoftBody3D::destroy() { … }
void GodotSoftBodyShape3D::update_bounds() { … }
GodotSoftBodyShape3D::GodotSoftBodyShape3D(GodotSoftBody3D *p_soft_body) { … }
struct _SoftBodyIntersectSegmentInfo { … };
bool GodotSoftBodyShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, int &r_face_index, bool p_hit_back_faces) const { … }
bool GodotSoftBodyShape3D::intersect_point(const Vector3 &p_point) const { … }
Vector3 GodotSoftBodyShape3D::get_closest_point_to(const Vector3 &p_point) const { … }