#ifndef GODOT_CPP_PHYSICS2DTESTMOTIONRESULT_HPP #define GODOT_CPP_PHYSICS2DTESTMOTIONRESULT_HPP #include #include #include #include #include "Reference.hpp" namespace godot { class Object; class Physics2DTestMotionResult : public Reference { struct ___method_bindings { godot_method_bind *mb_get_collider; godot_method_bind *mb_get_collider_id; godot_method_bind *mb_get_collider_rid; godot_method_bind *mb_get_collider_shape; godot_method_bind *mb_get_collider_velocity; godot_method_bind *mb_get_collision_normal; godot_method_bind *mb_get_collision_point; godot_method_bind *mb_get_motion; godot_method_bind *mb_get_motion_remainder; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "Physics2DTestMotionResult"; } 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 static Physics2DTestMotionResult *_new(); // methods Object *get_collider() const; int64_t get_collider_id() const; RID get_collider_rid() const; int64_t get_collider_shape() const; Vector2 get_collider_velocity() const; Vector2 get_collision_normal() const; Vector2 get_collision_point() const; Vector2 get_motion() const; Vector2 get_motion_remainder() const; }; } #endif