#include "godot_body_direct_state_2d.h"
#include "godot_body_2d.h"
#include "godot_physics_server_2d.h"
#include "godot_space_2d.h"
Vector2 GodotPhysicsDirectBodyState2D::get_total_gravity() const { … }
real_t GodotPhysicsDirectBodyState2D::get_total_angular_damp() const { … }
real_t GodotPhysicsDirectBodyState2D::get_total_linear_damp() const { … }
Vector2 GodotPhysicsDirectBodyState2D::get_center_of_mass() const { … }
Vector2 GodotPhysicsDirectBodyState2D::get_center_of_mass_local() const { … }
real_t GodotPhysicsDirectBodyState2D::get_inverse_mass() const { … }
real_t GodotPhysicsDirectBodyState2D::get_inverse_inertia() const { … }
void GodotPhysicsDirectBodyState2D::set_linear_velocity(const Vector2 &p_velocity) { … }
Vector2 GodotPhysicsDirectBodyState2D::get_linear_velocity() const { … }
void GodotPhysicsDirectBodyState2D::set_angular_velocity(real_t p_velocity) { … }
real_t GodotPhysicsDirectBodyState2D::get_angular_velocity() const { … }
void GodotPhysicsDirectBodyState2D::set_transform(const Transform2D &p_transform) { … }
Transform2D GodotPhysicsDirectBodyState2D::get_transform() const { … }
Vector2 GodotPhysicsDirectBodyState2D::get_velocity_at_local_position(const Vector2 &p_position) const { … }
void GodotPhysicsDirectBodyState2D::apply_central_impulse(const Vector2 &p_impulse) { … }
void GodotPhysicsDirectBodyState2D::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) { … }
void GodotPhysicsDirectBodyState2D::apply_torque_impulse(real_t p_torque) { … }
void GodotPhysicsDirectBodyState2D::apply_central_force(const Vector2 &p_force) { … }
void GodotPhysicsDirectBodyState2D::apply_force(const Vector2 &p_force, const Vector2 &p_position) { … }
void GodotPhysicsDirectBodyState2D::apply_torque(real_t p_torque) { … }
void GodotPhysicsDirectBodyState2D::add_constant_central_force(const Vector2 &p_force) { … }
void GodotPhysicsDirectBodyState2D::add_constant_force(const Vector2 &p_force, const Vector2 &p_position) { … }
void GodotPhysicsDirectBodyState2D::add_constant_torque(real_t p_torque) { … }
void GodotPhysicsDirectBodyState2D::set_constant_force(const Vector2 &p_force) { … }
Vector2 GodotPhysicsDirectBodyState2D::get_constant_force() const { … }
void GodotPhysicsDirectBodyState2D::set_constant_torque(real_t p_torque) { … }
real_t GodotPhysicsDirectBodyState2D::get_constant_torque() const { … }
void GodotPhysicsDirectBodyState2D::set_sleep_state(bool p_enable) { … }
bool GodotPhysicsDirectBodyState2D::is_sleeping() const { … }
int GodotPhysicsDirectBodyState2D::get_contact_count() const { … }
Vector2 GodotPhysicsDirectBodyState2D::get_contact_local_position(int p_contact_idx) const { … }
Vector2 GodotPhysicsDirectBodyState2D::get_contact_local_normal(int p_contact_idx) const { … }
int GodotPhysicsDirectBodyState2D::get_contact_local_shape(int p_contact_idx) const { … }
Vector2 GodotPhysicsDirectBodyState2D::get_contact_local_velocity_at_position(int p_contact_idx) const { … }
RID GodotPhysicsDirectBodyState2D::get_contact_collider(int p_contact_idx) const { … }
Vector2 GodotPhysicsDirectBodyState2D::get_contact_collider_position(int p_contact_idx) const { … }
ObjectID GodotPhysicsDirectBodyState2D::get_contact_collider_id(int p_contact_idx) const { … }
int GodotPhysicsDirectBodyState2D::get_contact_collider_shape(int p_contact_idx) const { … }
Vector2 GodotPhysicsDirectBodyState2D::get_contact_collider_velocity_at_position(int p_contact_idx) const { … }
Vector2 GodotPhysicsDirectBodyState2D::get_contact_impulse(int p_contact_idx) const { … }
PhysicsDirectSpaceState2D *GodotPhysicsDirectBodyState2D::get_space_state() { … }
real_t GodotPhysicsDirectBodyState2D::get_step() const { … }