#include "area_2d.h"
#include "servers/audio_server.h"
void Area2D::set_gravity_space_override_mode(SpaceOverride p_mode) { … }
Area2D::SpaceOverride Area2D::get_gravity_space_override_mode() const { … }
void Area2D::set_gravity_is_point(bool p_enabled) { … }
bool Area2D::is_gravity_a_point() const { … }
void Area2D::set_gravity_point_unit_distance(real_t p_scale) { … }
real_t Area2D::get_gravity_point_unit_distance() const { … }
void Area2D::set_gravity_point_center(const Vector2 &p_center) { … }
const Vector2 &Area2D::get_gravity_point_center() const { … }
void Area2D::set_gravity_direction(const Vector2 &p_direction) { … }
const Vector2 &Area2D::get_gravity_direction() const { … }
void Area2D::set_gravity(real_t p_gravity) { … }
real_t Area2D::get_gravity() const { … }
void Area2D::set_linear_damp_space_override_mode(SpaceOverride p_mode) { … }
Area2D::SpaceOverride Area2D::get_linear_damp_space_override_mode() const { … }
void Area2D::set_angular_damp_space_override_mode(SpaceOverride p_mode) { … }
Area2D::SpaceOverride Area2D::get_angular_damp_space_override_mode() const { … }
void Area2D::set_linear_damp(real_t p_linear_damp) { … }
real_t Area2D::get_linear_damp() const { … }
void Area2D::set_angular_damp(real_t p_angular_damp) { … }
real_t Area2D::get_angular_damp() const { … }
void Area2D::set_priority(int p_priority) { … }
int Area2D::get_priority() const { … }
void Area2D::_body_enter_tree(ObjectID p_id) { … }
void Area2D::_body_exit_tree(ObjectID p_id) { … }
void Area2D::_body_inout(int p_status, const RID &p_body, ObjectID p_instance, int p_body_shape, int p_area_shape) { … }
void Area2D::_area_enter_tree(ObjectID p_id) { … }
void Area2D::_area_exit_tree(ObjectID p_id) { … }
void Area2D::_area_inout(int p_status, const RID &p_area, ObjectID p_instance, int p_area_shape, int p_self_shape) { … }
void Area2D::_clear_monitoring() { … }
void Area2D::_space_changed(const RID &p_new_space) { … }
void Area2D::set_monitoring(bool p_enable) { … }
bool Area2D::is_monitoring() const { … }
void Area2D::set_monitorable(bool p_enable) { … }
bool Area2D::is_monitorable() const { … }
TypedArray<Node2D> Area2D::get_overlapping_bodies() const { … }
TypedArray<Area2D> Area2D::get_overlapping_areas() const { … }
bool Area2D::has_overlapping_bodies() const { … }
bool Area2D::has_overlapping_areas() const { … }
bool Area2D::overlaps_area(Node *p_area) const { … }
bool Area2D::overlaps_body(Node *p_body) const { … }
void Area2D::set_audio_bus_override(bool p_override) { … }
bool Area2D::is_overriding_audio_bus() const { … }
void Area2D::set_audio_bus_name(const StringName &p_audio_bus) { … }
StringName Area2D::get_audio_bus_name() const { … }
void Area2D::_validate_property(PropertyInfo &p_property) const { … }
void Area2D::_bind_methods() { … }
Area2D::Area2D() : … { … }
Area2D::~Area2D() { … }