godot/modules/gltf/extensions/physics/gltf_document_extension_physics.cpp

/**************************************************************************/
/*  gltf_document_extension_physics.cpp                                   */
/**************************************************************************/
/*                         This file is part of:                          */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "gltf_document_extension_physics.h"

#include "scene/3d/physics/area_3d.h"
#include "scene/3d/physics/rigid_body_3d.h"
#include "scene/3d/physics/static_body_3d.h"

GLTFShapeIndex;

// Import process.
Error GLTFDocumentExtensionPhysics::import_preflight(Ref<GLTFState> p_state, Vector<String> p_extensions) {}

Vector<String> GLTFDocumentExtensionPhysics::get_supported_extensions() {}

Error GLTFDocumentExtensionPhysics::parse_node_extensions(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &p_extensions) {}

bool _will_gltf_shape_become_subnode(Ref<GLTFState> p_state, const Ref<GLTFNode> p_gltf_node, GLTFNodeIndex p_gltf_node_index) {}

NodePath _get_scene_node_path_for_shape_index(Ref<GLTFState> p_state, const GLTFNodeIndex p_shape_index) {}

Ref<GLTFObjectModelProperty> GLTFDocumentExtensionPhysics::import_object_model_property(Ref<GLTFState> p_state, const PackedStringArray &p_split_json_pointer, const TypedArray<NodePath> &p_partial_paths) {}

void _setup_shape_mesh_resource_from_index_if_needed(Ref<GLTFState> p_state, Ref<GLTFPhysicsShape> p_gltf_shape) {}

#ifndef DISABLE_DEPRECATED
CollisionObject3D *_generate_shape_with_body(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Ref<GLTFPhysicsShape> p_physics_shape, Ref<GLTFPhysicsBody> p_physics_body) {}
#endif // DISABLE_DEPRECATED

CollisionObject3D *_get_ancestor_collision_object(Node *p_scene_parent) {}

Node3D *_generate_shape_node_and_body_if_needed(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Ref<GLTFPhysicsShape> p_physics_shape, CollisionObject3D *p_col_object, bool p_is_trigger) {}

// Either add the child to the parent, or return the child if there is no parent.
Node3D *_add_physics_node_to_given_node(Node3D *p_current_node, Node3D *p_child, Ref<GLTFNode> p_gltf_node) {}

Array _get_ancestor_compound_trigger_nodes(Ref<GLTFState> p_state, TypedArray<GLTFNode> p_state_nodes, CollisionObject3D *p_ancestor_col_obj) {}

Node3D *GLTFDocumentExtensionPhysics::generate_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_parent) {}

// Export process.
bool _are_all_faces_equal(const Vector<Face3> &p_a, const Vector<Face3> &p_b) {}

GLTFMeshIndex _get_or_insert_mesh_in_state(Ref<GLTFState> p_state, Ref<ImporterMesh> p_mesh) {}

void GLTFDocumentExtensionPhysics::convert_scene_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Node *p_scene_node) {}

Array _get_or_create_state_shapes_in_state(Ref<GLTFState> p_state) {}

GLTFShapeIndex _export_node_shape(Ref<GLTFState> p_state, Ref<GLTFPhysicsShape> p_physics_shape) {}

Error GLTFDocumentExtensionPhysics::export_preserialize(Ref<GLTFState> p_state) {}

Ref<GLTFObjectModelProperty> GLTFDocumentExtensionPhysics::export_object_model_property(Ref<GLTFState> p_state, const NodePath &p_node_path, const Node *p_godot_node, GLTFNodeIndex p_gltf_node_index, const Object *p_target_object, int p_target_depth) {}

Error GLTFDocumentExtensionPhysics::export_node(Ref<GLTFState> p_state, Ref<GLTFNode> p_gltf_node, Dictionary &r_node_json, Node *p_node) {}