godot/scene/3d/physics/kinematic_collision_3d.cpp

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/*  kinematic_collision_3d.cpp                                            */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "kinematic_collision_3d.h"

#include "scene/3d/physics/character_body_3d.h"
#include "scene/3d/physics/physics_body_3d.h"

Vector3 KinematicCollision3D::get_travel() const {}

Vector3 KinematicCollision3D::get_remainder() const {}

int KinematicCollision3D::get_collision_count() const {}

real_t KinematicCollision3D::get_depth() const {}

Vector3 KinematicCollision3D::get_position(int p_collision_index) const {}

Vector3 KinematicCollision3D::get_normal(int p_collision_index) const {}

real_t KinematicCollision3D::get_angle(int p_collision_index, const Vector3 &p_up_direction) const {}

Object *KinematicCollision3D::get_local_shape(int p_collision_index) const {}

Object *KinematicCollision3D::get_collider(int p_collision_index) const {}

ObjectID KinematicCollision3D::get_collider_id(int p_collision_index) const {}

RID KinematicCollision3D::get_collider_rid(int p_collision_index) const {}

Object *KinematicCollision3D::get_collider_shape(int p_collision_index) const {}

int KinematicCollision3D::get_collider_shape_index(int p_collision_index) const {}

Vector3 KinematicCollision3D::get_collider_velocity(int p_collision_index) const {}

void KinematicCollision3D::_bind_methods() {}