godot/scene/3d/physics/area_3d.cpp

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/*  area_3d.cpp                                                           */
/**************************************************************************/
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#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() {}