godot/scene/3d/physics/physics_body_3d.cpp

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/*  physics_body_3d.cpp                                                   */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "physics_body_3d.h"

void PhysicsBody3D::_bind_methods() {}

PhysicsBody3D::PhysicsBody3D(PhysicsServer3D::BodyMode p_mode) :{}

TypedArray<PhysicsBody3D> PhysicsBody3D::get_collision_exceptions() {}

void PhysicsBody3D::add_collision_exception_with(Node *p_node) {}

void PhysicsBody3D::remove_collision_exception_with(Node *p_node) {}

Ref<KinematicCollision3D> PhysicsBody3D::_move(const Vector3 &p_motion, bool p_test_only, real_t p_margin, bool p_recovery_as_collision, int p_max_collisions) {}

bool PhysicsBody3D::move_and_collide(const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult &r_result, bool p_test_only, bool p_cancel_sliding) {}

bool PhysicsBody3D::test_move(const Transform3D &p_from, const Vector3 &p_motion, const Ref<KinematicCollision3D> &r_collision, real_t p_margin, bool p_recovery_as_collision, int p_max_collisions) {}

Vector3 PhysicsBody3D::get_gravity() const {}

void PhysicsBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool p_lock) {}

bool PhysicsBody3D::get_axis_lock(PhysicsServer3D::BodyAxis p_axis) const {}

Vector3 PhysicsBody3D::get_linear_velocity() const {}

Vector3 PhysicsBody3D::get_angular_velocity() const {}

real_t PhysicsBody3D::get_inverse_mass() const {}

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//so, if you pass 45 as limit, avoid numerical precision errors when angle is 45.

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