#ifndef GODOT_CPP_PHYSICSDIRECTBODYSTATE_HPP #define GODOT_CPP_PHYSICSDIRECTBODYSTATE_HPP #include #include #include #include #include "Object.hpp" namespace godot { class Object; class PhysicsDirectSpaceState; class PhysicsDirectBodyState : public Object { struct ___method_bindings { godot_method_bind *mb_add_central_force; godot_method_bind *mb_add_force; godot_method_bind *mb_add_torque; godot_method_bind *mb_apply_central_impulse; godot_method_bind *mb_apply_impulse; godot_method_bind *mb_apply_torque_impulse; godot_method_bind *mb_get_angular_velocity; godot_method_bind *mb_get_center_of_mass; godot_method_bind *mb_get_contact_collider; godot_method_bind *mb_get_contact_collider_id; godot_method_bind *mb_get_contact_collider_object; godot_method_bind *mb_get_contact_collider_position; godot_method_bind *mb_get_contact_collider_shape; godot_method_bind *mb_get_contact_collider_velocity_at_position; godot_method_bind *mb_get_contact_count; godot_method_bind *mb_get_contact_impulse; godot_method_bind *mb_get_contact_local_normal; godot_method_bind *mb_get_contact_local_position; godot_method_bind *mb_get_contact_local_shape; godot_method_bind *mb_get_inverse_inertia; godot_method_bind *mb_get_inverse_mass; godot_method_bind *mb_get_linear_velocity; godot_method_bind *mb_get_principal_inertia_axes; godot_method_bind *mb_get_space_state; godot_method_bind *mb_get_step; godot_method_bind *mb_get_total_angular_damp; godot_method_bind *mb_get_total_gravity; godot_method_bind *mb_get_total_linear_damp; godot_method_bind *mb_get_transform; godot_method_bind *mb_integrate_forces; godot_method_bind *mb_is_sleeping; godot_method_bind *mb_set_angular_velocity; godot_method_bind *mb_set_linear_velocity; godot_method_bind *mb_set_sleep_state; godot_method_bind *mb_set_transform; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "PhysicsDirectBodyState"; } 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 void add_central_force(const Vector3 force); void add_force(const Vector3 force, const Vector3 position); void add_torque(const Vector3 torque); void apply_central_impulse(const Vector3 j); void apply_impulse(const Vector3 position, const Vector3 j); void apply_torque_impulse(const Vector3 j); Vector3 get_angular_velocity() const; Vector3 get_center_of_mass() const; RID get_contact_collider(const int64_t contact_idx) const; int64_t get_contact_collider_id(const int64_t contact_idx) const; Object *get_contact_collider_object(const int64_t contact_idx) const; Vector3 get_contact_collider_position(const int64_t contact_idx) const; int64_t get_contact_collider_shape(const int64_t contact_idx) const; Vector3 get_contact_collider_velocity_at_position(const int64_t contact_idx) const; int64_t get_contact_count() const; real_t get_contact_impulse(const int64_t contact_idx) const; Vector3 get_contact_local_normal(const int64_t contact_idx) const; Vector3 get_contact_local_position(const int64_t contact_idx) const; int64_t get_contact_local_shape(const int64_t contact_idx) const; Vector3 get_inverse_inertia() const; real_t get_inverse_mass() const; Vector3 get_linear_velocity() const; Basis get_principal_inertia_axes() const; PhysicsDirectSpaceState *get_space_state(); real_t get_step() const; real_t get_total_angular_damp() const; Vector3 get_total_gravity() const; real_t get_total_linear_damp() const; Transform get_transform() const; void integrate_forces(); bool is_sleeping() const; void set_angular_velocity(const Vector3 velocity); void set_linear_velocity(const Vector3 velocity); void set_sleep_state(const bool enabled); void set_transform(const Transform transform); }; } #endif