#ifndef GODOT_CPP_RAYCAST_HPP #define GODOT_CPP_RAYCAST_HPP #include #include #include #include #include "Spatial.hpp" namespace godot { class Object; class RayCast : public Spatial { struct ___method_bindings { godot_method_bind *mb_add_exception; godot_method_bind *mb_add_exception_rid; godot_method_bind *mb_clear_exceptions; godot_method_bind *mb_force_raycast_update; godot_method_bind *mb_get_cast_to; godot_method_bind *mb_get_collider; godot_method_bind *mb_get_collider_shape; godot_method_bind *mb_get_collision_mask; godot_method_bind *mb_get_collision_mask_bit; godot_method_bind *mb_get_collision_normal; godot_method_bind *mb_get_collision_point; godot_method_bind *mb_get_exclude_parent_body; godot_method_bind *mb_is_collide_with_areas_enabled; godot_method_bind *mb_is_collide_with_bodies_enabled; godot_method_bind *mb_is_colliding; godot_method_bind *mb_is_enabled; godot_method_bind *mb_remove_exception; godot_method_bind *mb_remove_exception_rid; godot_method_bind *mb_set_cast_to; godot_method_bind *mb_set_collide_with_areas; godot_method_bind *mb_set_collide_with_bodies; godot_method_bind *mb_set_collision_mask; godot_method_bind *mb_set_collision_mask_bit; godot_method_bind *mb_set_enabled; godot_method_bind *mb_set_exclude_parent_body; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "RayCast"; } 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 RayCast *_new(); // methods void add_exception(const Object *node); void add_exception_rid(const RID rid); void clear_exceptions(); void force_raycast_update(); Vector3 get_cast_to() const; Object *get_collider() const; int64_t get_collider_shape() const; int64_t get_collision_mask() const; bool get_collision_mask_bit(const int64_t bit) const; Vector3 get_collision_normal() const; Vector3 get_collision_point() const; bool get_exclude_parent_body() const; bool is_collide_with_areas_enabled() const; bool is_collide_with_bodies_enabled() const; bool is_colliding() const; bool is_enabled() const; void remove_exception(const Object *node); void remove_exception_rid(const RID rid); void set_cast_to(const Vector3 local_point); void set_collide_with_areas(const bool enable); void set_collide_with_bodies(const bool enable); void set_collision_mask(const int64_t mask); void set_collision_mask_bit(const int64_t bit, const bool value); void set_enabled(const bool enabled); void set_exclude_parent_body(const bool mask); }; } #endif