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lib + include + Godot dossier
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49
GodoBinding/include/gen/Shape2D.hpp
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49
GodoBinding/include/gen/Shape2D.hpp
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#ifndef GODOT_CPP_SHAPE2D_HPP
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#define GODOT_CPP_SHAPE2D_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 "Resource.hpp"
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namespace godot {
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class Shape2D;
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class Shape2D : public Resource {
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struct ___method_bindings {
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godot_method_bind *mb_collide;
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godot_method_bind *mb_collide_and_get_contacts;
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godot_method_bind *mb_collide_with_motion;
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godot_method_bind *mb_collide_with_motion_and_get_contacts;
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godot_method_bind *mb_get_custom_solver_bias;
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godot_method_bind *mb_set_custom_solver_bias;
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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 *) "Shape2D"; }
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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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bool collide(const Transform2D local_xform, const Ref<Shape2D> with_shape, const Transform2D shape_xform);
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Array collide_and_get_contacts(const Transform2D local_xform, const Ref<Shape2D> with_shape, const Transform2D shape_xform);
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bool collide_with_motion(const Transform2D local_xform, const Vector2 local_motion, const Ref<Shape2D> with_shape, const Transform2D shape_xform, const Vector2 shape_motion);
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Array collide_with_motion_and_get_contacts(const Transform2D local_xform, const Vector2 local_motion, const Ref<Shape2D> with_shape, const Transform2D shape_xform, const Vector2 shape_motion);
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real_t get_custom_solver_bias() const;
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void set_custom_solver_bias(const real_t bias);
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};
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}
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#endif
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