#include "godot_space_3d.h"
#include "godot_collision_solver_3d.h"
#include "godot_physics_server_3d.h"
#include "core/config/project_settings.h"
#define TEST_MOTION_MARGIN_MIN_VALUE …
#define TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR …
_FORCE_INLINE_ static bool _can_collide_with(GodotCollisionObject3D *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) { … }
int GodotPhysicsDirectSpaceState3D::intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) { … }
bool GodotPhysicsDirectSpaceState3D::intersect_ray(const RayParameters &p_parameters, RayResult &r_result) { … }
int GodotPhysicsDirectSpaceState3D::intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) { … }
bool GodotPhysicsDirectSpaceState3D::cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe, ShapeRestInfo *r_info) { … }
bool GodotPhysicsDirectSpaceState3D::collide_shape(const ShapeParameters &p_parameters, Vector3 *r_results, int p_result_max, int &r_result_count) { … }
struct _RestResultData { … };
struct _RestCallbackData { … };
static void _rest_cbk_result(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata) { … }
bool GodotPhysicsDirectSpaceState3D::rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) { … }
Vector3 GodotPhysicsDirectSpaceState3D::get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const { … }
GodotPhysicsDirectSpaceState3D::GodotPhysicsDirectSpaceState3D() { … }
int GodotSpace3D::_cull_aabb_for_body(GodotBody3D *p_body, const AABB &p_aabb) { … }
bool GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult *r_result) { … }
void *GodotSpace3D::_broadphase_pair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_self) { … }
void GodotSpace3D::_broadphase_unpair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_data, void *p_self) { … }
const SelfList<GodotBody3D>::List &GodotSpace3D::get_active_body_list() const { … }
void GodotSpace3D::body_add_to_active_list(SelfList<GodotBody3D> *p_body) { … }
void GodotSpace3D::body_remove_from_active_list(SelfList<GodotBody3D> *p_body) { … }
void GodotSpace3D::body_add_to_mass_properties_update_list(SelfList<GodotBody3D> *p_body) { … }
void GodotSpace3D::body_remove_from_mass_properties_update_list(SelfList<GodotBody3D> *p_body) { … }
GodotBroadPhase3D *GodotSpace3D::get_broadphase() { … }
void GodotSpace3D::add_object(GodotCollisionObject3D *p_object) { … }
void GodotSpace3D::remove_object(GodotCollisionObject3D *p_object) { … }
const HashSet<GodotCollisionObject3D *> &GodotSpace3D::get_objects() const { … }
void GodotSpace3D::body_add_to_state_query_list(SelfList<GodotBody3D> *p_body) { … }
void GodotSpace3D::body_remove_from_state_query_list(SelfList<GodotBody3D> *p_body) { … }
void GodotSpace3D::area_add_to_monitor_query_list(SelfList<GodotArea3D> *p_area) { … }
void GodotSpace3D::area_remove_from_monitor_query_list(SelfList<GodotArea3D> *p_area) { … }
void GodotSpace3D::area_add_to_moved_list(SelfList<GodotArea3D> *p_area) { … }
void GodotSpace3D::area_remove_from_moved_list(SelfList<GodotArea3D> *p_area) { … }
const SelfList<GodotArea3D>::List &GodotSpace3D::get_moved_area_list() const { … }
const SelfList<GodotSoftBody3D>::List &GodotSpace3D::get_active_soft_body_list() const { … }
void GodotSpace3D::soft_body_add_to_active_list(SelfList<GodotSoftBody3D> *p_soft_body) { … }
void GodotSpace3D::soft_body_remove_from_active_list(SelfList<GodotSoftBody3D> *p_soft_body) { … }
void GodotSpace3D::call_queries() { … }
void GodotSpace3D::setup() { … }
void GodotSpace3D::update() { … }
void GodotSpace3D::set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_value) { … }
real_t GodotSpace3D::get_param(PhysicsServer3D::SpaceParameter p_param) const { … }
void GodotSpace3D::lock() { … }
void GodotSpace3D::unlock() { … }
bool GodotSpace3D::is_locked() const { … }
GodotPhysicsDirectSpaceState3D *GodotSpace3D::get_direct_state() { … }
GodotSpace3D::GodotSpace3D() { … }
GodotSpace3D::~GodotSpace3D() { … }