#include "gltf_physics_body.h"
#include "scene/3d/physics/animatable_body_3d.h"
#include "scene/3d/physics/area_3d.h"
#include "scene/3d/physics/character_body_3d.h"
#include "scene/3d/physics/static_body_3d.h"
#include "scene/3d/physics/vehicle_body_3d.h"
void GLTFPhysicsBody::_bind_methods() { … }
String GLTFPhysicsBody::get_body_type() const { … }
void GLTFPhysicsBody::set_body_type(String p_body_type) { … }
GLTFPhysicsBody::PhysicsBodyType GLTFPhysicsBody::get_physics_body_type() const { … }
void GLTFPhysicsBody::set_physics_body_type(PhysicsBodyType p_body_type) { … }
real_t GLTFPhysicsBody::get_mass() const { … }
void GLTFPhysicsBody::set_mass(real_t p_mass) { … }
Vector3 GLTFPhysicsBody::get_linear_velocity() const { … }
void GLTFPhysicsBody::set_linear_velocity(Vector3 p_linear_velocity) { … }
Vector3 GLTFPhysicsBody::get_angular_velocity() const { … }
void GLTFPhysicsBody::set_angular_velocity(Vector3 p_angular_velocity) { … }
Vector3 GLTFPhysicsBody::get_center_of_mass() const { … }
void GLTFPhysicsBody::set_center_of_mass(const Vector3 &p_center_of_mass) { … }
Vector3 GLTFPhysicsBody::get_inertia_diagonal() const { … }
void GLTFPhysicsBody::set_inertia_diagonal(const Vector3 &p_inertia_diagonal) { … }
Quaternion GLTFPhysicsBody::get_inertia_orientation() const { … }
void GLTFPhysicsBody::set_inertia_orientation(const Quaternion &p_inertia_orientation) { … }
#ifndef DISABLE_DEPRECATED
Basis GLTFPhysicsBody::get_inertia_tensor() const { … }
void GLTFPhysicsBody::set_inertia_tensor(Basis p_inertia_tensor) { … }
#endif
Ref<GLTFPhysicsBody> GLTFPhysicsBody::from_node(const CollisionObject3D *p_body_node) { … }
CollisionObject3D *GLTFPhysicsBody::to_node() const { … }
Ref<GLTFPhysicsBody> GLTFPhysicsBody::from_dictionary(const Dictionary p_dictionary) { … }
Dictionary GLTFPhysicsBody::to_dictionary() const { … }