#ifndef GODOT_CPP_SHAPE2D_HPP #define GODOT_CPP_SHAPE2D_HPP #include #include #include #include #include "Resource.hpp" namespace godot { class Shape2D; class Shape2D : public Resource { struct ___method_bindings { godot_method_bind *mb_collide; godot_method_bind *mb_collide_and_get_contacts; godot_method_bind *mb_collide_with_motion; godot_method_bind *mb_collide_with_motion_and_get_contacts; godot_method_bind *mb_get_custom_solver_bias; godot_method_bind *mb_set_custom_solver_bias; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "Shape2D"; } 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 bool collide(const Transform2D local_xform, const Ref with_shape, const Transform2D shape_xform); Array collide_and_get_contacts(const Transform2D local_xform, const Ref with_shape, const Transform2D shape_xform); bool collide_with_motion(const Transform2D local_xform, const Vector2 local_motion, const Ref with_shape, const Transform2D shape_xform, const Vector2 shape_motion); Array collide_with_motion_and_get_contacts(const Transform2D local_xform, const Vector2 local_motion, const Ref with_shape, const Transform2D shape_xform, const Vector2 shape_motion); real_t get_custom_solver_bias() const; void set_custom_solver_bias(const real_t bias); }; } #endif