#ifndef GODOT_CPP_PHYSICALBONE_HPP #define GODOT_CPP_PHYSICALBONE_HPP #include #include #include #include #include "PhysicalBone.hpp" #include "PhysicsBody.hpp" namespace godot { class Object; class PhysicalBone : public PhysicsBody { struct ___method_bindings { godot_method_bind *mb__direct_state_changed; godot_method_bind *mb_apply_central_impulse; godot_method_bind *mb_apply_impulse; godot_method_bind *mb_get_body_offset; godot_method_bind *mb_get_bone_id; godot_method_bind *mb_get_bounce; godot_method_bind *mb_get_friction; godot_method_bind *mb_get_gravity_scale; godot_method_bind *mb_get_joint_offset; godot_method_bind *mb_get_joint_type; godot_method_bind *mb_get_mass; godot_method_bind *mb_get_simulate_physics; godot_method_bind *mb_get_weight; godot_method_bind *mb_is_simulating_physics; godot_method_bind *mb_is_static_body; godot_method_bind *mb_set_body_offset; godot_method_bind *mb_set_bounce; godot_method_bind *mb_set_friction; godot_method_bind *mb_set_gravity_scale; godot_method_bind *mb_set_joint_offset; godot_method_bind *mb_set_joint_type; godot_method_bind *mb_set_mass; godot_method_bind *mb_set_weight; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "PhysicalBone"; } 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 enum JointType { JOINT_TYPE_NONE = 0, JOINT_TYPE_PIN = 1, JOINT_TYPE_CONE = 2, JOINT_TYPE_HINGE = 3, JOINT_TYPE_SLIDER = 4, JOINT_TYPE_6DOF = 5, }; // constants static PhysicalBone *_new(); // methods void _direct_state_changed(const Object *arg0); void apply_central_impulse(const Vector3 impulse); void apply_impulse(const Vector3 position, const Vector3 impulse); Transform get_body_offset() const; int64_t get_bone_id() const; real_t get_bounce() const; real_t get_friction() const; real_t get_gravity_scale() const; Transform get_joint_offset() const; PhysicalBone::JointType get_joint_type() const; real_t get_mass() const; bool get_simulate_physics(); real_t get_weight() const; bool is_simulating_physics(); bool is_static_body(); void set_body_offset(const Transform offset); void set_bounce(const real_t bounce); void set_friction(const real_t friction); void set_gravity_scale(const real_t gravity_scale); void set_joint_offset(const Transform offset); void set_joint_type(const int64_t joint_type); void set_mass(const real_t mass); void set_weight(const real_t weight); }; } #endif