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lib + include + Godot dossier
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47
GodoBinding/include/gen/PhysicsDirectSpaceState.hpp
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47
GodoBinding/include/gen/PhysicsDirectSpaceState.hpp
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#ifndef GODOT_CPP_PHYSICSDIRECTSPACESTATE_HPP
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#define GODOT_CPP_PHYSICSDIRECTSPACESTATE_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 "Object.hpp"
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namespace godot {
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class PhysicsShapeQueryParameters;
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class PhysicsDirectSpaceState : public Object {
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struct ___method_bindings {
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godot_method_bind *mb_cast_motion;
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godot_method_bind *mb_collide_shape;
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godot_method_bind *mb_get_rest_info;
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godot_method_bind *mb_intersect_ray;
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godot_method_bind *mb_intersect_shape;
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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 *) "PhysicsDirectSpaceState"; }
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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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// methods
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Array cast_motion(const Ref<PhysicsShapeQueryParameters> shape, const Vector3 motion);
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Array collide_shape(const Ref<PhysicsShapeQueryParameters> shape, const int64_t max_results = 32);
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Dictionary get_rest_info(const Ref<PhysicsShapeQueryParameters> shape);
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Dictionary intersect_ray(const Vector3 from, const Vector3 to, const Array exclude = Array(), const int64_t collision_mask = 2147483647, const bool collide_with_bodies = true, const bool collide_with_areas = false);
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Array intersect_shape(const Ref<PhysicsShapeQueryParameters> shape, const int64_t max_results = 32);
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};
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}
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#endif
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