godot/scene/2d/physics/ray_cast_2d.cpp

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/*  ray_cast_2d.cpp                                                       */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "ray_cast_2d.h"

#include "scene/2d/physics/collision_object_2d.h"
#include "scene/resources/world_2d.h"

void RayCast2D::set_target_position(const Vector2 &p_point) {}

Vector2 RayCast2D::get_target_position() const {}

void RayCast2D::set_collision_mask(uint32_t p_mask) {}

uint32_t RayCast2D::get_collision_mask() const {}

void RayCast2D::set_collision_mask_value(int p_layer_number, bool p_value) {}

bool RayCast2D::get_collision_mask_value(int p_layer_number) const {}

bool RayCast2D::is_colliding() const {}

Object *RayCast2D::get_collider() const {}

RID RayCast2D::get_collider_rid() const {}

int RayCast2D::get_collider_shape() const {}

Vector2 RayCast2D::get_collision_point() const {}

Vector2 RayCast2D::get_collision_normal() const {}

void RayCast2D::set_enabled(bool p_enabled) {}

bool RayCast2D::is_enabled() const {}

void RayCast2D::set_exclude_parent_body(bool p_exclude_parent_body) {}

bool RayCast2D::get_exclude_parent_body() const {}

void RayCast2D::_notification(int p_what) {}

void RayCast2D::_update_raycast_state() {}

void RayCast2D::_draw_debug_shape() {}

void RayCast2D::force_raycast_update() {}

void RayCast2D::add_exception_rid(const RID &p_rid) {}

void RayCast2D::add_exception(const CollisionObject2D *p_node) {}

void RayCast2D::remove_exception_rid(const RID &p_rid) {}

void RayCast2D::remove_exception(const CollisionObject2D *p_node) {}

void RayCast2D::clear_exceptions() {}

void RayCast2D::set_collide_with_areas(bool p_enabled) {}

bool RayCast2D::is_collide_with_areas_enabled() const {}

void RayCast2D::set_collide_with_bodies(bool p_enabled) {}

bool RayCast2D::is_collide_with_bodies_enabled() const {}

void RayCast2D::set_hit_from_inside(bool p_enabled) {}

bool RayCast2D::is_hit_from_inside_enabled() const {}

void RayCast2D::_bind_methods() {}

RayCast2D::RayCast2D() {}