#include "soft_body_3d.h"
#include "soft_body_3d.compat.inc"
#include "scene/3d/physics/physics_body_3d.h"
SoftBodyRenderingServerHandler::SoftBodyRenderingServerHandler() { … }
void SoftBodyRenderingServerHandler::prepare(RID p_mesh, int p_surface) { … }
void SoftBodyRenderingServerHandler::clear() { … }
void SoftBodyRenderingServerHandler::open() { … }
void SoftBodyRenderingServerHandler::close() { … }
void SoftBodyRenderingServerHandler::commit_changes() { … }
void SoftBodyRenderingServerHandler::set_vertex(int p_vertex_id, const Vector3 &p_vertex) { … }
void SoftBodyRenderingServerHandler::set_normal(int p_vertex_id, const Vector3 &p_normal) { … }
void SoftBodyRenderingServerHandler::set_aabb(const AABB &p_aabb) { … }
SoftBody3D::PinnedPoint::PinnedPoint() { … }
SoftBody3D::PinnedPoint::PinnedPoint(const PinnedPoint &obj_tocopy) { … }
void SoftBody3D::PinnedPoint::operator=(const PinnedPoint &obj) { … }
void SoftBody3D::_update_pickable() { … }
bool SoftBody3D::_set(const StringName &p_name, const Variant &p_value) { … }
bool SoftBody3D::_get(const StringName &p_name, Variant &r_ret) const { … }
void SoftBody3D::_get_property_list(List<PropertyInfo> *p_list) const { … }
bool SoftBody3D::_set_property_pinned_points_indices(const Array &p_indices) { … }
bool SoftBody3D::_set_property_pinned_points_attachment(int p_item, const String &p_what, const Variant &p_value) { … }
bool SoftBody3D::_get_property_pinned_points(int p_item, const String &p_what, Variant &r_ret) const { … }
void SoftBody3D::_notification(int p_what) { … }
void SoftBody3D::_bind_methods() { … }
PackedStringArray SoftBody3D::get_configuration_warnings() const { … }
void SoftBody3D::_update_physics_server() { … }
void SoftBody3D::_draw_soft_mesh() { … }
void SoftBody3D::_prepare_physics_server() { … }
void SoftBody3D::_become_mesh_owner() { … }
void SoftBody3D::set_collision_mask(uint32_t p_mask) { … }
uint32_t SoftBody3D::get_collision_mask() const { … }
void SoftBody3D::set_collision_layer(uint32_t p_layer) { … }
uint32_t SoftBody3D::get_collision_layer() const { … }
void SoftBody3D::set_collision_layer_value(int p_layer_number, bool p_value) { … }
bool SoftBody3D::get_collision_layer_value(int p_layer_number) const { … }
void SoftBody3D::set_collision_mask_value(int p_layer_number, bool p_value) { … }
bool SoftBody3D::get_collision_mask_value(int p_layer_number) const { … }
void SoftBody3D::set_disable_mode(DisableMode p_mode) { … }
SoftBody3D::DisableMode SoftBody3D::get_disable_mode() const { … }
void SoftBody3D::set_parent_collision_ignore(const NodePath &p_parent_collision_ignore) { … }
const NodePath &SoftBody3D::get_parent_collision_ignore() const { … }
void SoftBody3D::set_pinned_points_indices(Vector<SoftBody3D::PinnedPoint> p_pinned_points_indices) { … }
Vector<SoftBody3D::PinnedPoint> SoftBody3D::get_pinned_points_indices() { … }
TypedArray<PhysicsBody3D> SoftBody3D::get_collision_exceptions() { … }
void SoftBody3D::add_collision_exception_with(Node *p_node) { … }
void SoftBody3D::remove_collision_exception_with(Node *p_node) { … }
int SoftBody3D::get_simulation_precision() { … }
void SoftBody3D::set_simulation_precision(int p_simulation_precision) { … }
real_t SoftBody3D::get_total_mass() { … }
void SoftBody3D::set_total_mass(real_t p_total_mass) { … }
void SoftBody3D::set_linear_stiffness(real_t p_linear_stiffness) { … }
real_t SoftBody3D::get_linear_stiffness() { … }
real_t SoftBody3D::get_pressure_coefficient() { … }
void SoftBody3D::set_pressure_coefficient(real_t p_pressure_coefficient) { … }
real_t SoftBody3D::get_damping_coefficient() { … }
void SoftBody3D::set_damping_coefficient(real_t p_damping_coefficient) { … }
real_t SoftBody3D::get_drag_coefficient() { … }
void SoftBody3D::set_drag_coefficient(real_t p_drag_coefficient) { … }
Vector3 SoftBody3D::get_point_transform(int p_point_index) { … }
void SoftBody3D::pin_point_toggle(int p_point_index) { … }
void SoftBody3D::pin_point(int p_point_index, bool pin, const NodePath &p_spatial_attachment_path, int p_insert_at) { … }
void SoftBody3D::_pin_point_deferred(int p_point_index, bool pin, const NodePath p_spatial_attachment_path) { … }
bool SoftBody3D::is_point_pinned(int p_point_index) const { … }
void SoftBody3D::set_ray_pickable(bool p_ray_pickable) { … }
bool SoftBody3D::is_ray_pickable() const { … }
SoftBody3D::SoftBody3D() : … { … }
SoftBody3D::~SoftBody3D() { … }
void SoftBody3D::_make_cache_dirty() { … }
void SoftBody3D::_update_cache_pin_points_datas() { … }
void SoftBody3D::_pin_point_on_physics_server(int p_point_index, bool pin) { … }
void SoftBody3D::_add_pinned_point(int p_point_index, const NodePath &p_spatial_attachment_path, int p_insert_at) { … }
void SoftBody3D::_reset_points_offsets() { … }
void SoftBody3D::_remove_pinned_point(int p_point_index) { … }
int SoftBody3D::_get_pinned_point(int p_point_index, SoftBody3D::PinnedPoint *&r_point) const { … }
int SoftBody3D::_has_pinned_point(int p_point_index) const { … }