godot/scene/3d/soft_body_3d.cpp

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/*  soft_body_3d.cpp                                                      */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "soft_body_3d.h"

#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) {}

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) {}

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 {}