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lib + include + Godot dossier
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73
GodoBinding/include/gen/KinematicBody2D.hpp
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73
GodoBinding/include/gen/KinematicBody2D.hpp
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#ifndef GODOT_CPP_KINEMATICBODY2D_HPP
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#define GODOT_CPP_KINEMATICBODY2D_HPP
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#include <gdnative_api_struct.gen.h>
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#include <stdint.h>
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#include <core/CoreTypes.hpp>
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#include <core/Ref.hpp>
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#include "PhysicsBody2D.hpp"
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namespace godot {
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class Object;
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class KinematicCollision2D;
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class KinematicBody2D : public PhysicsBody2D {
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struct ___method_bindings {
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godot_method_bind *mb__direct_state_changed;
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godot_method_bind *mb_get_floor_normal;
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godot_method_bind *mb_get_floor_velocity;
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godot_method_bind *mb_get_safe_margin;
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godot_method_bind *mb_get_slide_collision;
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godot_method_bind *mb_get_slide_count;
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godot_method_bind *mb_is_on_ceiling;
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godot_method_bind *mb_is_on_floor;
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godot_method_bind *mb_is_on_wall;
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godot_method_bind *mb_is_sync_to_physics_enabled;
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godot_method_bind *mb_move_and_collide;
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godot_method_bind *mb_move_and_slide;
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godot_method_bind *mb_move_and_slide_with_snap;
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godot_method_bind *mb_set_safe_margin;
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godot_method_bind *mb_set_sync_to_physics;
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godot_method_bind *mb_test_move;
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};
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static ___method_bindings ___mb;
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public:
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static void ___init_method_bindings();
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static inline const char *___get_class_name() { return (const char *) "KinematicBody2D"; }
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static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (o) ? (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o) : nullptr; }
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// enums
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// constants
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static KinematicBody2D *_new();
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// methods
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void _direct_state_changed(const Object *arg0);
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Vector2 get_floor_normal() const;
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Vector2 get_floor_velocity() const;
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real_t get_safe_margin() const;
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Ref<KinematicCollision2D> get_slide_collision(const int64_t slide_idx);
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int64_t get_slide_count() const;
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bool is_on_ceiling() const;
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bool is_on_floor() const;
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bool is_on_wall() const;
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bool is_sync_to_physics_enabled() const;
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Ref<KinematicCollision2D> move_and_collide(const Vector2 rel_vec, const bool infinite_inertia = true, const bool exclude_raycast_shapes = true, const bool test_only = false);
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Vector2 move_and_slide(const Vector2 linear_velocity, const Vector2 up_direction = Vector2(0, 0), const bool stop_on_slope = false, const int64_t max_slides = 4, const real_t floor_max_angle = 0.785398, const bool infinite_inertia = true);
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Vector2 move_and_slide_with_snap(const Vector2 linear_velocity, const Vector2 snap, const Vector2 up_direction = Vector2(0, 0), const bool stop_on_slope = false, const int64_t max_slides = 4, const real_t floor_max_angle = 0.785398, const bool infinite_inertia = true);
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void set_safe_margin(const real_t pixels);
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void set_sync_to_physics(const bool enable);
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bool test_move(const Transform2D from, const Vector2 rel_vec, const bool infinite_inertia = true);
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};
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}
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#endif
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