godot/scene/3d/physics/shape_cast_3d.cpp

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/*  shape_cast_3d.cpp                                                     */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "shape_cast_3d.h"

#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/physics/collision_object_3d.h"
#include "scene/resources/3d/concave_polygon_shape_3d.h"

void ShapeCast3D::_notification(int p_what) {}

void ShapeCast3D::_bind_methods() {}

PackedStringArray ShapeCast3D::get_configuration_warnings() const {}

void ShapeCast3D::set_enabled(bool p_enabled) {}

bool ShapeCast3D::is_enabled() const {}

void ShapeCast3D::set_target_position(const Vector3 &p_point) {}

Vector3 ShapeCast3D::get_target_position() const {}

void ShapeCast3D::set_margin(real_t p_margin) {}

real_t ShapeCast3D::get_margin() const {}

void ShapeCast3D::set_max_results(int p_max_results) {}

int ShapeCast3D::get_max_results() const {}

void ShapeCast3D::set_collision_mask(uint32_t p_mask) {}

uint32_t ShapeCast3D::get_collision_mask() const {}

void ShapeCast3D::set_collision_mask_value(int p_layer_number, bool p_value) {}

bool ShapeCast3D::get_collision_mask_value(int p_layer_number) const {}

int ShapeCast3D::get_collision_count() const {}

bool ShapeCast3D::is_colliding() const {}

Object *ShapeCast3D::get_collider(int p_idx) const {}

RID ShapeCast3D::get_collider_rid(int p_idx) const {}

int ShapeCast3D::get_collider_shape(int p_idx) const {}

Vector3 ShapeCast3D::get_collision_point(int p_idx) const {}

Vector3 ShapeCast3D::get_collision_normal(int p_idx) const {}

real_t ShapeCast3D::get_closest_collision_safe_fraction() const {}

real_t ShapeCast3D::get_closest_collision_unsafe_fraction() const {}

#ifndef DISABLE_DEPRECATED
void ShapeCast3D::resource_changed(Ref<Resource> p_res) {}
#endif

void ShapeCast3D::_shape_changed() {}

void ShapeCast3D::set_shape(const Ref<Shape3D> &p_shape) {}

Ref<Shape3D> ShapeCast3D::get_shape() const {}

void ShapeCast3D::set_exclude_parent_body(bool p_exclude_parent_body) {}

bool ShapeCast3D::get_exclude_parent_body() const {}

void ShapeCast3D::_update_shapecast_state() {}

void ShapeCast3D::force_shapecast_update() {}

void ShapeCast3D::add_exception_rid(const RID &p_rid) {}

void ShapeCast3D::add_exception(const CollisionObject3D *p_node) {}

void ShapeCast3D::remove_exception_rid(const RID &p_rid) {}

void ShapeCast3D::remove_exception(const CollisionObject3D *p_node) {}

void ShapeCast3D::clear_exceptions() {}

void ShapeCast3D::set_collide_with_areas(bool p_clip) {}

bool ShapeCast3D::is_collide_with_areas_enabled() const {}

void ShapeCast3D::set_collide_with_bodies(bool p_clip) {}

bool ShapeCast3D::is_collide_with_bodies_enabled() const {}

Array ShapeCast3D::get_collision_result() const {}

void ShapeCast3D::_update_debug_shape_vertices() {}

const Vector<Vector3> &ShapeCast3D::get_debug_shape_vertices() const {}

const Vector<Vector3> &ShapeCast3D::get_debug_line_vertices() const {}

void ShapeCast3D::set_debug_shape_custom_color(const Color &p_color) {}

Ref<StandardMaterial3D> ShapeCast3D::get_debug_material() {}

const Color &ShapeCast3D::get_debug_shape_custom_color() const {}

void ShapeCast3D::_create_debug_shape() {}

void ShapeCast3D::_update_debug_shape_material(bool p_check_collision) {}

void ShapeCast3D::_update_debug_shape() {}

void ShapeCast3D::_clear_debug_shape() {}