godot/scene/3d/physics/collision_object_3d.cpp

/**************************************************************************/
/*  collision_object_3d.cpp                                               */
/**************************************************************************/
/*                         This file is part of:                          */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "collision_object_3d.h"

#include "scene/resources/3d/shape_3d.h"

void CollisionObject3D::_notification(int p_what) {}

void CollisionObject3D::set_collision_layer(uint32_t p_layer) {}

uint32_t CollisionObject3D::get_collision_layer() const {}

void CollisionObject3D::set_collision_mask(uint32_t p_mask) {}

uint32_t CollisionObject3D::get_collision_mask() const {}

void CollisionObject3D::set_collision_layer_value(int p_layer_number, bool p_value) {}

bool CollisionObject3D::get_collision_layer_value(int p_layer_number) const {}

void CollisionObject3D::set_collision_mask_value(int p_layer_number, bool p_value) {}

bool CollisionObject3D::get_collision_mask_value(int p_layer_number) const {}

void CollisionObject3D::set_collision_priority(real_t p_priority) {}

real_t CollisionObject3D::get_collision_priority() const {}

void CollisionObject3D::set_disable_mode(DisableMode p_mode) {}

CollisionObject3D::DisableMode CollisionObject3D::get_disable_mode() const {}

void CollisionObject3D::_apply_disabled() {}

void CollisionObject3D::_apply_enabled() {}

void CollisionObject3D::_input_event_call(Camera3D *p_camera, const Ref<InputEvent> &p_input_event, const Vector3 &p_pos, const Vector3 &p_normal, int p_shape) {}

void CollisionObject3D::_mouse_enter() {}

void CollisionObject3D::_mouse_exit() {}

void CollisionObject3D::set_body_mode(PhysicsServer3D::BodyMode p_mode) {}

void CollisionObject3D::_space_changed(const RID &p_new_space) {}

void CollisionObject3D::set_only_update_transform_changes(bool p_enable) {}

bool CollisionObject3D::is_only_update_transform_changes_enabled() const {}

void CollisionObject3D::_update_pickable() {}

bool CollisionObject3D::_are_collision_shapes_visible() {}

void CollisionObject3D::_update_shape_data(uint32_t p_owner) {}

void CollisionObject3D::_shape_changed(const Ref<Shape3D> &p_shape) {}

void CollisionObject3D::_update_debug_shapes() {}

void CollisionObject3D::_clear_debug_shapes() {}

void CollisionObject3D::_on_transform_changed() {}

void CollisionObject3D::set_ray_pickable(bool p_ray_pickable) {}

bool CollisionObject3D::is_ray_pickable() const {}

void CollisionObject3D::_bind_methods() {}

uint32_t CollisionObject3D::create_shape_owner(Object *p_owner) {}

void CollisionObject3D::remove_shape_owner(uint32_t owner) {}

void CollisionObject3D::shape_owner_set_disabled(uint32_t p_owner, bool p_disabled) {}

bool CollisionObject3D::is_shape_owner_disabled(uint32_t p_owner) const {}

void CollisionObject3D::get_shape_owners(List<uint32_t> *r_owners) {}

PackedInt32Array CollisionObject3D::_get_shape_owners() {}

void CollisionObject3D::shape_owner_set_transform(uint32_t p_owner, const Transform3D &p_transform) {}
Transform3D CollisionObject3D::shape_owner_get_transform(uint32_t p_owner) const {}

Object *CollisionObject3D::shape_owner_get_owner(uint32_t p_owner) const {}

void CollisionObject3D::shape_owner_add_shape(uint32_t p_owner, const Ref<Shape3D> &p_shape) {}

int CollisionObject3D::shape_owner_get_shape_count(uint32_t p_owner) const {}

Ref<Shape3D> CollisionObject3D::shape_owner_get_shape(uint32_t p_owner, int p_shape) const {}

int CollisionObject3D::shape_owner_get_shape_index(uint32_t p_owner, int p_shape) const {}

void CollisionObject3D::shape_owner_remove_shape(uint32_t p_owner, int p_shape) {}

void CollisionObject3D::shape_owner_clear_shapes(uint32_t p_owner) {}

uint32_t CollisionObject3D::shape_find_owner(int p_shape_index) const {}

CollisionObject3D::CollisionObject3D(RID p_rid, bool p_area) {}

void CollisionObject3D::set_capture_input_on_drag(bool p_capture) {}

bool CollisionObject3D::get_capture_input_on_drag() const {}

PackedStringArray CollisionObject3D::get_configuration_warnings() const {}

CollisionObject3D::CollisionObject3D() {}

CollisionObject3D::~CollisionObject3D() {}