#include "character_body_2d.h"
#define FLOOR_ANGLE_THRESHOLD …
bool CharacterBody2D::move_and_slide() { … }
void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor) { … }
void CharacterBody2D::_move_and_slide_floating(double p_delta) { … }
void CharacterBody2D::apply_floor_snap() { … }
void CharacterBody2D::_apply_floor_snap(bool p_wall_as_floor) { … }
void CharacterBody2D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up, bool p_wall_as_floor) { … }
bool CharacterBody2D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up) { … }
void CharacterBody2D::_set_collision_direction(const PhysicsServer2D::MotionResult &p_result) { … }
void CharacterBody2D::_set_platform_data(const PhysicsServer2D::MotionResult &p_result) { … }
const Vector2 &CharacterBody2D::get_velocity() const { … }
void CharacterBody2D::set_velocity(const Vector2 &p_velocity) { … }
bool CharacterBody2D::is_on_floor() const { … }
bool CharacterBody2D::is_on_floor_only() const { … }
bool CharacterBody2D::is_on_wall() const { … }
bool CharacterBody2D::is_on_wall_only() const { … }
bool CharacterBody2D::is_on_ceiling() const { … }
bool CharacterBody2D::is_on_ceiling_only() const { … }
const Vector2 &CharacterBody2D::get_floor_normal() const { … }
const Vector2 &CharacterBody2D::get_wall_normal() const { … }
const Vector2 &CharacterBody2D::get_last_motion() const { … }
Vector2 CharacterBody2D::get_position_delta() const { … }
const Vector2 &CharacterBody2D::get_real_velocity() const { … }
real_t CharacterBody2D::get_floor_angle(const Vector2 &p_up_direction) const { … }
const Vector2 &CharacterBody2D::get_platform_velocity() const { … }
int CharacterBody2D::get_slide_collision_count() const { … }
PhysicsServer2D::MotionResult CharacterBody2D::get_slide_collision(int p_bounce) const { … }
Ref<KinematicCollision2D> CharacterBody2D::_get_slide_collision(int p_bounce) { … }
Ref<KinematicCollision2D> CharacterBody2D::_get_last_slide_collision() { … }
void CharacterBody2D::set_safe_margin(real_t p_margin) { … }
real_t CharacterBody2D::get_safe_margin() const { … }
bool CharacterBody2D::is_floor_stop_on_slope_enabled() const { … }
void CharacterBody2D::set_floor_stop_on_slope_enabled(bool p_enabled) { … }
bool CharacterBody2D::is_floor_constant_speed_enabled() const { … }
void CharacterBody2D::set_floor_constant_speed_enabled(bool p_enabled) { … }
bool CharacterBody2D::is_floor_block_on_wall_enabled() const { … }
void CharacterBody2D::set_floor_block_on_wall_enabled(bool p_enabled) { … }
bool CharacterBody2D::is_slide_on_ceiling_enabled() const { … }
void CharacterBody2D::set_slide_on_ceiling_enabled(bool p_enabled) { … }
uint32_t CharacterBody2D::get_platform_floor_layers() const { … }
void CharacterBody2D::set_platform_floor_layers(uint32_t p_exclude_layers) { … }
uint32_t CharacterBody2D::get_platform_wall_layers() const { … }
void CharacterBody2D::set_platform_wall_layers(uint32_t p_exclude_layers) { … }
void CharacterBody2D::set_motion_mode(MotionMode p_mode) { … }
CharacterBody2D::MotionMode CharacterBody2D::get_motion_mode() const { … }
void CharacterBody2D::set_platform_on_leave(PlatformOnLeave p_on_leave_apply_velocity) { … }
CharacterBody2D::PlatformOnLeave CharacterBody2D::get_platform_on_leave() const { … }
int CharacterBody2D::get_max_slides() const { … }
void CharacterBody2D::set_max_slides(int p_max_slides) { … }
real_t CharacterBody2D::get_floor_max_angle() const { … }
void CharacterBody2D::set_floor_max_angle(real_t p_radians) { … }
real_t CharacterBody2D::get_floor_snap_length() { … }
void CharacterBody2D::set_floor_snap_length(real_t p_floor_snap_length) { … }
real_t CharacterBody2D::get_wall_min_slide_angle() const { … }
void CharacterBody2D::set_wall_min_slide_angle(real_t p_radians) { … }
const Vector2 &CharacterBody2D::get_up_direction() const { … }
void CharacterBody2D::set_up_direction(const Vector2 &p_up_direction) { … }
void CharacterBody2D::_notification(int p_what) { … }
void CharacterBody2D::_validate_property(PropertyInfo &p_property) const { … }
void CharacterBody2D::_bind_methods() { … }
CharacterBody2D::CharacterBody2D() : … { … }