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

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

#include "../../gltf_state.h"

#include "core/math/convex_hull.h"
#include "scene/3d/physics/area_3d.h"
#include "scene/resources/3d/box_shape_3d.h"
#include "scene/resources/3d/capsule_shape_3d.h"
#include "scene/resources/3d/concave_polygon_shape_3d.h"
#include "scene/resources/3d/convex_polygon_shape_3d.h"
#include "scene/resources/3d/cylinder_shape_3d.h"
#include "scene/resources/3d/importer_mesh.h"
#include "scene/resources/3d/sphere_shape_3d.h"

void GLTFPhysicsShape::_bind_methods() {}

String GLTFPhysicsShape::get_shape_type() const {}

void GLTFPhysicsShape::set_shape_type(String p_shape_type) {}

Vector3 GLTFPhysicsShape::get_size() const {}

void GLTFPhysicsShape::set_size(Vector3 p_size) {}

real_t GLTFPhysicsShape::get_radius() const {}

void GLTFPhysicsShape::set_radius(real_t p_radius) {}

real_t GLTFPhysicsShape::get_height() const {}

void GLTFPhysicsShape::set_height(real_t p_height) {}

bool GLTFPhysicsShape::get_is_trigger() const {}

void GLTFPhysicsShape::set_is_trigger(bool p_is_trigger) {}

GLTFMeshIndex GLTFPhysicsShape::get_mesh_index() const {}

void GLTFPhysicsShape::set_mesh_index(GLTFMeshIndex p_mesh_index) {}

Ref<ImporterMesh> GLTFPhysicsShape::get_importer_mesh() const {}

void GLTFPhysicsShape::set_importer_mesh(Ref<ImporterMesh> p_importer_mesh) {}

Ref<ImporterMesh> _convert_hull_points_to_mesh(const Vector<Vector3> &p_hull_points) {}

Ref<GLTFPhysicsShape> GLTFPhysicsShape::from_node(const CollisionShape3D *p_godot_shape_node) {}

CollisionShape3D *GLTFPhysicsShape::to_node(bool p_cache_shapes) {}

Ref<GLTFPhysicsShape> GLTFPhysicsShape::from_resource(const Ref<Shape3D> &p_shape_resource) {}

Ref<Shape3D> GLTFPhysicsShape::to_resource(bool p_cache_shapes) {}

Ref<GLTFPhysicsShape> GLTFPhysicsShape::from_dictionary(const Dictionary p_dictionary) {}

Dictionary GLTFPhysicsShape::to_dictionary() const {}