godot/scene/3d/physics/vehicle_body_3d.cpp

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/*  vehicle_body_3d.cpp                                                   */
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#include "vehicle_body_3d.h"

#define ROLLING_INFLUENCE_FIX

class btVehicleJacobianEntry {};

void VehicleWheel3D::_notification(int p_what) {}

PackedStringArray VehicleWheel3D::get_configuration_warnings() const {}

void VehicleWheel3D::_update(PhysicsDirectBodyState3D *s) {}

void VehicleWheel3D::set_radius(real_t p_radius) {}

real_t VehicleWheel3D::get_radius() const {}

void VehicleWheel3D::set_suspension_rest_length(real_t p_length) {}

real_t VehicleWheel3D::get_suspension_rest_length() const {}

void VehicleWheel3D::set_suspension_travel(real_t p_length) {}

real_t VehicleWheel3D::get_suspension_travel() const {}

void VehicleWheel3D::set_suspension_stiffness(real_t p_value) {}

real_t VehicleWheel3D::get_suspension_stiffness() const {}

void VehicleWheel3D::set_suspension_max_force(real_t p_value) {}

real_t VehicleWheel3D::get_suspension_max_force() const {}

void VehicleWheel3D::set_damping_compression(real_t p_value) {}

real_t VehicleWheel3D::get_damping_compression() const {}

void VehicleWheel3D::set_damping_relaxation(real_t p_value) {}

real_t VehicleWheel3D::get_damping_relaxation() const {}

void VehicleWheel3D::set_friction_slip(real_t p_value) {}

real_t VehicleWheel3D::get_friction_slip() const {}

void VehicleWheel3D::set_roll_influence(real_t p_value) {}

real_t VehicleWheel3D::get_roll_influence() const {}

bool VehicleWheel3D::is_in_contact() const {}

Vector3 VehicleWheel3D::get_contact_point() const {}

Vector3 VehicleWheel3D::get_contact_normal() const {}

Node3D *VehicleWheel3D::get_contact_body() const {}

void VehicleWheel3D::_bind_methods() {}

void VehicleWheel3D::set_engine_force(real_t p_engine_force) {}

real_t VehicleWheel3D::get_engine_force() const {}

void VehicleWheel3D::set_brake(real_t p_brake) {}

real_t VehicleWheel3D::get_brake() const {}

void VehicleWheel3D::set_steering(real_t p_steering) {}

real_t VehicleWheel3D::get_steering() const {}

void VehicleWheel3D::set_use_as_traction(bool p_enable) {}

bool VehicleWheel3D::is_used_as_traction() const {}

void VehicleWheel3D::set_use_as_steering(bool p_enabled) {}

bool VehicleWheel3D::is_used_as_steering() const {}

real_t VehicleWheel3D::get_skidinfo() const {}

real_t VehicleWheel3D::get_rpm() const {}

VehicleWheel3D::VehicleWheel3D() {}

void VehicleBody3D::_update_wheel_transform(VehicleWheel3D &wheel, PhysicsDirectBodyState3D *s) {}

void VehicleBody3D::_update_wheel(int p_idx, PhysicsDirectBodyState3D *s) {}

real_t VehicleBody3D::_ray_cast(int p_idx, PhysicsDirectBodyState3D *s) {}

void VehicleBody3D::_update_suspension(PhysicsDirectBodyState3D *s) {}

//bilateral constraint between two dynamic objects
void VehicleBody3D::_resolve_single_bilateral(PhysicsDirectBodyState3D *s, const Vector3 &pos1,
		PhysicsBody3D *body2, const Vector3 &pos2, const Vector3 &normal, real_t &impulse, const real_t p_rollInfluence) {}

VehicleBody3D::btVehicleWheelContactPoint::btVehicleWheelContactPoint(PhysicsDirectBodyState3D *s, PhysicsBody3D *body1, const Vector3 &frictionPosWorld, const Vector3 &frictionDirectionWorld, real_t maxImpulse) :{}

real_t VehicleBody3D::_calc_rolling_friction(btVehicleWheelContactPoint &contactPoint) {}

static const real_t sideFrictionStiffness2 =;
void VehicleBody3D::_update_friction(PhysicsDirectBodyState3D *s) {}

void VehicleBody3D::_body_state_changed(PhysicsDirectBodyState3D *p_state) {}

void VehicleBody3D::set_engine_force(real_t p_engine_force) {}

real_t VehicleBody3D::get_engine_force() const {}

void VehicleBody3D::set_brake(real_t p_brake) {}

real_t VehicleBody3D::get_brake() const {}

void VehicleBody3D::set_steering(real_t p_steering) {}

real_t VehicleBody3D::get_steering() const {}

void VehicleBody3D::_bind_methods() {}

VehicleBody3D::VehicleBody3D() {}