#ifndef GODOT_CPP_JOINT2D_HPP #define GODOT_CPP_JOINT2D_HPP #include #include #include #include #include "Node2D.hpp" namespace godot { class Joint2D : public Node2D { struct ___method_bindings { godot_method_bind *mb_get_bias; godot_method_bind *mb_get_exclude_nodes_from_collision; godot_method_bind *mb_get_node_a; godot_method_bind *mb_get_node_b; godot_method_bind *mb_set_bias; godot_method_bind *mb_set_exclude_nodes_from_collision; godot_method_bind *mb_set_node_a; godot_method_bind *mb_set_node_b; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "Joint2D"; } 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; } // enums // constants // methods real_t get_bias() const; bool get_exclude_nodes_from_collision() const; NodePath get_node_a() const; NodePath get_node_b() const; void set_bias(const real_t bias); void set_exclude_nodes_from_collision(const bool enable); void set_node_a(const NodePath node); void set_node_b(const NodePath node); }; } #endif