#include "area_3d.h"
#include "servers/audio_server.h"
void Area3D::set_gravity_space_override_mode(SpaceOverride p_mode) { … }
Area3D::SpaceOverride Area3D::get_gravity_space_override_mode() const { … }
void Area3D::set_gravity_is_point(bool p_enabled) { … }
bool Area3D::is_gravity_a_point() const { … }
void Area3D::set_gravity_point_unit_distance(real_t p_scale) { … }
real_t Area3D::get_gravity_point_unit_distance() const { … }
void Area3D::set_gravity_point_center(const Vector3 &p_center) { … }
const Vector3 &Area3D::get_gravity_point_center() const { … }
void Area3D::set_gravity_direction(const Vector3 &p_direction) { … }
const Vector3 &Area3D::get_gravity_direction() const { … }
void Area3D::set_gravity(real_t p_gravity) { … }
real_t Area3D::get_gravity() const { … }
void Area3D::set_linear_damp_space_override_mode(SpaceOverride p_mode) { … }
Area3D::SpaceOverride Area3D::get_linear_damp_space_override_mode() const { … }
void Area3D::set_angular_damp_space_override_mode(SpaceOverride p_mode) { … }
Area3D::SpaceOverride Area3D::get_angular_damp_space_override_mode() const { … }
void Area3D::set_linear_damp(real_t p_linear_damp) { … }
real_t Area3D::get_linear_damp() const { … }
void Area3D::set_angular_damp(real_t p_angular_damp) { … }
real_t Area3D::get_angular_damp() const { … }
void Area3D::set_priority(int p_priority) { … }
int Area3D::get_priority() const { … }
void Area3D::set_wind_force_magnitude(real_t p_wind_force_magnitude) { … }
real_t Area3D::get_wind_force_magnitude() const { … }
void Area3D::set_wind_attenuation_factor(real_t p_wind_force_attenuation_factor) { … }
real_t Area3D::get_wind_attenuation_factor() const { … }
void Area3D::set_wind_source_path(const NodePath &p_wind_source_path) { … }
const NodePath &Area3D::get_wind_source_path() const { … }
void Area3D::_initialize_wind() { … }
void Area3D::_body_enter_tree(ObjectID p_id) { … }
void Area3D::_body_exit_tree(ObjectID p_id) { … }
void Area3D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_area_shape) { … }
void Area3D::_clear_monitoring() { … }
void Area3D::_space_changed(const RID &p_new_space) { … }
void Area3D::_notification(int p_what) { … }
void Area3D::set_monitoring(bool p_enable) { … }
void Area3D::_area_enter_tree(ObjectID p_id) { … }
void Area3D::_area_exit_tree(ObjectID p_id) { … }
void Area3D::_area_inout(int p_status, const RID &p_area, ObjectID p_instance, int p_area_shape, int p_self_shape) { … }
bool Area3D::is_monitoring() const { … }
TypedArray<Node3D> Area3D::get_overlapping_bodies() const { … }
bool Area3D::has_overlapping_bodies() const { … }
void Area3D::set_monitorable(bool p_enable) { … }
bool Area3D::is_monitorable() const { … }
TypedArray<Area3D> Area3D::get_overlapping_areas() const { … }
bool Area3D::has_overlapping_areas() const { … }
bool Area3D::overlaps_area(Node *p_area) const { … }
bool Area3D::overlaps_body(Node *p_body) const { … }
void Area3D::set_audio_bus_override(bool p_override) { … }
bool Area3D::is_overriding_audio_bus() const { … }
void Area3D::set_audio_bus_name(const StringName &p_audio_bus) { … }
StringName Area3D::get_audio_bus_name() const { … }
void Area3D::set_use_reverb_bus(bool p_enable) { … }
bool Area3D::is_using_reverb_bus() const { … }
void Area3D::set_reverb_bus_name(const StringName &p_audio_bus) { … }
StringName Area3D::get_reverb_bus_name() const { … }
void Area3D::set_reverb_amount(float p_amount) { … }
float Area3D::get_reverb_amount() const { … }
void Area3D::set_reverb_uniformity(float p_uniformity) { … }
float Area3D::get_reverb_uniformity() const { … }
void Area3D::_validate_property(PropertyInfo &p_property) const { … }
void Area3D::_bind_methods() { … }
Area3D::Area3D() : … { … }
Area3D::~Area3D() { … }