godot/servers/extensions/physics_server_2d_extension.cpp

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/*  physics_server_2d_extension.cpp                                       */
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#include "physics_server_2d_extension.h"

bool PhysicsDirectSpaceState2DExtension::is_body_excluded_from_query(const RID &p_body) const {}

thread_local const HashSet<RID> *PhysicsDirectSpaceState2DExtension::exclude =;

void PhysicsDirectSpaceState2DExtension::_bind_methods() {}

PhysicsDirectSpaceState2DExtension::PhysicsDirectSpaceState2DExtension() {}

void PhysicsDirectBodyState2DExtension::_bind_methods() {}

PhysicsDirectBodyState2DExtension::PhysicsDirectBodyState2DExtension() {}

thread_local const HashSet<RID> *PhysicsServer2DExtension::exclude_bodies =;
thread_local const HashSet<ObjectID> *PhysicsServer2DExtension::exclude_objects =;

bool PhysicsServer2DExtension::body_test_motion_is_excluding_body(RID p_body) const {}

bool PhysicsServer2DExtension::body_test_motion_is_excluding_object(ObjectID p_object) const {}

void PhysicsServer2DExtension::_bind_methods() {}

PhysicsServer2DExtension::PhysicsServer2DExtension() {}

PhysicsServer2DExtension::~PhysicsServer2DExtension() {}