#include "godot_space_2d.h"
#include "godot_collision_solver_2d.h"
#include "godot_physics_server_2d.h"
#include "core/os/os.h"
#include "core/templates/pair.h"
#define TEST_MOTION_MARGIN_MIN_VALUE …
#define TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR …
_FORCE_INLINE_ static bool _can_collide_with(GodotCollisionObject2D *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) { … }
int GodotPhysicsDirectSpaceState2D::intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) { … }
bool GodotPhysicsDirectSpaceState2D::intersect_ray(const RayParameters &p_parameters, RayResult &r_result) { … }
int GodotPhysicsDirectSpaceState2D::intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) { … }
bool GodotPhysicsDirectSpaceState2D::cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe) { … }
bool GodotPhysicsDirectSpaceState2D::collide_shape(const ShapeParameters &p_parameters, Vector2 *r_results, int p_result_max, int &r_result_count) { … }
struct _RestCallbackData2D { … };
static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata) { … }
bool GodotPhysicsDirectSpaceState2D::rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) { … }
int GodotSpace2D::_cull_aabb_for_body(GodotBody2D *p_body, const Rect2 &p_aabb) { … }
bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult *r_result) { … }
void *GodotSpace2D::_broadphase_pair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_self) { … }
void GodotSpace2D::_broadphase_unpair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_data, void *p_self) { … }
const SelfList<GodotBody2D>::List &GodotSpace2D::get_active_body_list() const { … }
void GodotSpace2D::body_add_to_active_list(SelfList<GodotBody2D> *p_body) { … }
void GodotSpace2D::body_remove_from_active_list(SelfList<GodotBody2D> *p_body) { … }
void GodotSpace2D::body_add_to_mass_properties_update_list(SelfList<GodotBody2D> *p_body) { … }
void GodotSpace2D::body_remove_from_mass_properties_update_list(SelfList<GodotBody2D> *p_body) { … }
GodotBroadPhase2D *GodotSpace2D::get_broadphase() { … }
void GodotSpace2D::add_object(GodotCollisionObject2D *p_object) { … }
void GodotSpace2D::remove_object(GodotCollisionObject2D *p_object) { … }
const HashSet<GodotCollisionObject2D *> &GodotSpace2D::get_objects() const { … }
void GodotSpace2D::body_add_to_state_query_list(SelfList<GodotBody2D> *p_body) { … }
void GodotSpace2D::body_remove_from_state_query_list(SelfList<GodotBody2D> *p_body) { … }
void GodotSpace2D::area_add_to_monitor_query_list(SelfList<GodotArea2D> *p_area) { … }
void GodotSpace2D::area_remove_from_monitor_query_list(SelfList<GodotArea2D> *p_area) { … }
void GodotSpace2D::area_add_to_moved_list(SelfList<GodotArea2D> *p_area) { … }
void GodotSpace2D::area_remove_from_moved_list(SelfList<GodotArea2D> *p_area) { … }
const SelfList<GodotArea2D>::List &GodotSpace2D::get_moved_area_list() const { … }
void GodotSpace2D::call_queries() { … }
void GodotSpace2D::setup() { … }
void GodotSpace2D::update() { … }
void GodotSpace2D::set_param(PhysicsServer2D::SpaceParameter p_param, real_t p_value) { … }
real_t GodotSpace2D::get_param(PhysicsServer2D::SpaceParameter p_param) const { … }
void GodotSpace2D::lock() { … }
void GodotSpace2D::unlock() { … }
bool GodotSpace2D::is_locked() const { … }
GodotPhysicsDirectSpaceState2D *GodotSpace2D::get_direct_state() { … }
GodotSpace2D::GodotSpace2D() { … }
GodotSpace2D::~GodotSpace2D() { … }