#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() { … }