#include "collision_object_2d.h"
#include "scene/resources/world_2d.h"
void CollisionObject2D::_notification(int p_what) { … }
void CollisionObject2D::set_collision_layer(uint32_t p_layer) { … }
uint32_t CollisionObject2D::get_collision_layer() const { … }
void CollisionObject2D::set_collision_mask(uint32_t p_mask) { … }
uint32_t CollisionObject2D::get_collision_mask() const { … }
void CollisionObject2D::set_collision_layer_value(int p_layer_number, bool p_value) { … }
bool CollisionObject2D::get_collision_layer_value(int p_layer_number) const { … }
void CollisionObject2D::set_collision_mask_value(int p_layer_number, bool p_value) { … }
bool CollisionObject2D::get_collision_mask_value(int p_layer_number) const { … }
void CollisionObject2D::set_collision_priority(real_t p_priority) { … }
real_t CollisionObject2D::get_collision_priority() const { … }
void CollisionObject2D::set_disable_mode(DisableMode p_mode) { … }
CollisionObject2D::DisableMode CollisionObject2D::get_disable_mode() const { … }
void CollisionObject2D::_apply_disabled() { … }
void CollisionObject2D::_apply_enabled() { … }
uint32_t CollisionObject2D::create_shape_owner(Object *p_owner) { … }
void CollisionObject2D::remove_shape_owner(uint32_t owner) { … }
void CollisionObject2D::shape_owner_set_disabled(uint32_t p_owner, bool p_disabled) { … }
bool CollisionObject2D::is_shape_owner_disabled(uint32_t p_owner) const { … }
void CollisionObject2D::shape_owner_set_one_way_collision(uint32_t p_owner, bool p_enable) { … }
bool CollisionObject2D::is_shape_owner_one_way_collision_enabled(uint32_t p_owner) const { … }
void CollisionObject2D::shape_owner_set_one_way_collision_margin(uint32_t p_owner, real_t p_margin) { … }
real_t CollisionObject2D::get_shape_owner_one_way_collision_margin(uint32_t p_owner) const { … }
void CollisionObject2D::get_shape_owners(List<uint32_t> *r_owners) { … }
PackedInt32Array CollisionObject2D::_get_shape_owners() { … }
void CollisionObject2D::shape_owner_set_transform(uint32_t p_owner, const Transform2D &p_transform) { … }
Transform2D CollisionObject2D::shape_owner_get_transform(uint32_t p_owner) const { … }
Object *CollisionObject2D::shape_owner_get_owner(uint32_t p_owner) const { … }
void CollisionObject2D::shape_owner_add_shape(uint32_t p_owner, const Ref<Shape2D> &p_shape) { … }
int CollisionObject2D::shape_owner_get_shape_count(uint32_t p_owner) const { … }
Ref<Shape2D> CollisionObject2D::shape_owner_get_shape(uint32_t p_owner, int p_shape) const { … }
int CollisionObject2D::shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const { … }
void CollisionObject2D::shape_owner_remove_shape(uint32_t p_owner, int p_shape) { … }
void CollisionObject2D::shape_owner_clear_shapes(uint32_t p_owner) { … }
uint32_t CollisionObject2D::shape_find_owner(int p_shape_index) const { … }
void CollisionObject2D::set_pickable(bool p_enabled) { … }
bool CollisionObject2D::is_pickable() const { … }
void CollisionObject2D::_input_event_call(Viewport *p_viewport, const Ref<InputEvent> &p_input_event, int p_shape) { … }
void CollisionObject2D::_mouse_enter() { … }
void CollisionObject2D::_mouse_exit() { … }
void CollisionObject2D::_mouse_shape_enter(int p_shape) { … }
void CollisionObject2D::_mouse_shape_exit(int p_shape) { … }
void CollisionObject2D::set_only_update_transform_changes(bool p_enable) { … }
bool CollisionObject2D::is_only_update_transform_changes_enabled() const { … }
void CollisionObject2D::set_body_mode(PhysicsServer2D::BodyMode p_mode) { … }
void CollisionObject2D::_space_changed(const RID &p_new_space) { … }
void CollisionObject2D::_update_pickable() { … }
PackedStringArray CollisionObject2D::get_configuration_warnings() const { … }
void CollisionObject2D::_bind_methods() { … }
CollisionObject2D::CollisionObject2D(RID p_rid, bool p_area) { … }
CollisionObject2D::CollisionObject2D() { … }
CollisionObject2D::~CollisionObject2D() { … }