/**************************************************************************/ /* godot_body_2d.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #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() { … }