#ifndef GODOT_CPP_PHYSICSMATERIAL_HPP #define GODOT_CPP_PHYSICSMATERIAL_HPP #include #include #include #include #include "Resource.hpp" namespace godot { class PhysicsMaterial : public Resource { struct ___method_bindings { godot_method_bind *mb_get_bounce; godot_method_bind *mb_get_friction; godot_method_bind *mb_is_absorbent; godot_method_bind *mb_is_rough; godot_method_bind *mb_set_absorbent; godot_method_bind *mb_set_bounce; godot_method_bind *mb_set_friction; godot_method_bind *mb_set_rough; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "PhysicsMaterial"; } 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 PhysicsMaterial *_new(); // methods real_t get_bounce() const; real_t get_friction() const; bool is_absorbent() const; bool is_rough() const; void set_absorbent(const bool absorbent); void set_bounce(const real_t bounce); void set_friction(const real_t friction); void set_rough(const bool rough); }; } #endif