godot/scene/2d/physics/physics_body_2d.cpp

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/*  physics_body_2d.cpp                                                   */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "physics_body_2d.h"

void PhysicsBody2D::_bind_methods() {}

PhysicsBody2D::PhysicsBody2D(PhysicsServer2D::BodyMode p_mode) :{}

Ref<KinematicCollision2D> PhysicsBody2D::_move(const Vector2 &p_motion, bool p_test_only, real_t p_margin, bool p_recovery_as_collision) {}

bool PhysicsBody2D::move_and_collide(const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult &r_result, bool p_test_only, bool p_cancel_sliding) {}

bool PhysicsBody2D::test_move(const Transform2D &p_from, const Vector2 &p_motion, const Ref<KinematicCollision2D> &r_collision, real_t p_margin, bool p_recovery_as_collision) {}

Vector2 PhysicsBody2D::get_gravity() const {}

TypedArray<PhysicsBody2D> PhysicsBody2D::get_collision_exceptions() {}

void PhysicsBody2D::add_collision_exception_with(Node *p_node) {}

void PhysicsBody2D::remove_collision_exception_with(Node *p_node) {}