godot/modules/godot_physics_3d/godot_broad_phase_3d_bvh.cpp

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/*  godot_broad_phase_3d_bvh.cpp                                          */
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#include "godot_broad_phase_3d_bvh.h"

#include "godot_collision_object_3d.h"

GodotBroadPhase3DBVH::ID GodotBroadPhase3DBVH::create(GodotCollisionObject3D *p_object, int p_subindex, const AABB &p_aabb, bool p_static) {}

void GodotBroadPhase3DBVH::move(ID p_id, const AABB &p_aabb) {}

void GodotBroadPhase3DBVH::set_static(ID p_id, bool p_static) {}

void GodotBroadPhase3DBVH::remove(ID p_id) {}

GodotCollisionObject3D *GodotBroadPhase3DBVH::get_object(ID p_id) const {}

bool GodotBroadPhase3DBVH::is_static(ID p_id) const {}

int GodotBroadPhase3DBVH::get_subindex(ID p_id) const {}

int GodotBroadPhase3DBVH::cull_point(const Vector3 &p_point, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) {}

int GodotBroadPhase3DBVH::cull_segment(const Vector3 &p_from, const Vector3 &p_to, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) {}

int GodotBroadPhase3DBVH::cull_aabb(const AABB &p_aabb, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) {}

void *GodotBroadPhase3DBVH::_pair_callback(void *self, uint32_t p_A, GodotCollisionObject3D *p_object_A, int subindex_A, uint32_t p_B, GodotCollisionObject3D *p_object_B, int subindex_B) {}

void GodotBroadPhase3DBVH::_unpair_callback(void *self, uint32_t p_A, GodotCollisionObject3D *p_object_A, int subindex_A, uint32_t p_B, GodotCollisionObject3D *p_object_B, int subindex_B, void *pairdata) {}

void GodotBroadPhase3DBVH::set_pair_callback(PairCallback p_pair_callback, void *p_userdata) {}

void GodotBroadPhase3DBVH::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) {}

void GodotBroadPhase3DBVH::update() {}

GodotBroadPhase3D *GodotBroadPhase3DBVH::_create() {}

GodotBroadPhase3DBVH::GodotBroadPhase3DBVH() {}