godot/modules/godot_physics_2d/godot_body_2d.cpp

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/*  godot_body_2d.cpp                                                     */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "godot_body_2d.h"

#include "godot_area_2d.h"
#include "godot_body_direct_state_2d.h"
#include "godot_space_2d.h"

void GodotBody2D::_mass_properties_changed() {}

void GodotBody2D::update_mass_properties() {}

void GodotBody2D::reset_mass_properties() {}

void GodotBody2D::set_active(bool p_active) {}

void GodotBody2D::set_param(PhysicsServer2D::BodyParameter p_param, const Variant &p_value) {}

Variant GodotBody2D::get_param(PhysicsServer2D::BodyParameter p_param) const {}

void GodotBody2D::set_mode(PhysicsServer2D::BodyMode p_mode) {}

PhysicsServer2D::BodyMode GodotBody2D::get_mode() const {}

void GodotBody2D::_shapes_changed() {}

void GodotBody2D::set_state(PhysicsServer2D::BodyState p_state, const Variant &p_variant) {}

Variant GodotBody2D::get_state(PhysicsServer2D::BodyState p_state) const {}

void GodotBody2D::set_space(GodotSpace2D *p_space) {}

void GodotBody2D::_update_transform_dependent() {}

void GodotBody2D::integrate_forces(real_t p_step) {}

void GodotBody2D::integrate_velocities(real_t p_step) {}

void GodotBody2D::wakeup_neighbours() {}

void GodotBody2D::call_queries() {}

bool GodotBody2D::sleep_test(real_t p_step) {}

void GodotBody2D::set_state_sync_callback(const Callable &p_callable) {}

void GodotBody2D::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) {}

GodotPhysicsDirectBodyState2D *GodotBody2D::get_direct_state() {}

GodotBody2D::GodotBody2D() :{}

GodotBody2D::~GodotBody2D() {}