#ifndef GODOT_CPP_SOFTBODY_HPP #define GODOT_CPP_SOFTBODY_HPP #include #include #include #include #include "MeshInstance.hpp" namespace godot { class Node; class SoftBody : public MeshInstance { struct ___method_bindings { godot_method_bind *mb__draw_soft_mesh; godot_method_bind *mb_add_collision_exception_with; godot_method_bind *mb_get_areaAngular_stiffness; godot_method_bind *mb_get_collision_exceptions; godot_method_bind *mb_get_collision_layer; godot_method_bind *mb_get_collision_layer_bit; godot_method_bind *mb_get_collision_mask; godot_method_bind *mb_get_collision_mask_bit; godot_method_bind *mb_get_damping_coefficient; godot_method_bind *mb_get_drag_coefficient; godot_method_bind *mb_get_linear_stiffness; godot_method_bind *mb_get_parent_collision_ignore; godot_method_bind *mb_get_pose_matching_coefficient; godot_method_bind *mb_get_pressure_coefficient; godot_method_bind *mb_get_simulation_precision; godot_method_bind *mb_get_total_mass; godot_method_bind *mb_get_volume_stiffness; godot_method_bind *mb_is_ray_pickable; godot_method_bind *mb_remove_collision_exception_with; godot_method_bind *mb_set_areaAngular_stiffness; godot_method_bind *mb_set_collision_layer; godot_method_bind *mb_set_collision_layer_bit; godot_method_bind *mb_set_collision_mask; godot_method_bind *mb_set_collision_mask_bit; godot_method_bind *mb_set_damping_coefficient; godot_method_bind *mb_set_drag_coefficient; godot_method_bind *mb_set_linear_stiffness; godot_method_bind *mb_set_parent_collision_ignore; godot_method_bind *mb_set_pose_matching_coefficient; godot_method_bind *mb_set_pressure_coefficient; godot_method_bind *mb_set_ray_pickable; godot_method_bind *mb_set_simulation_precision; godot_method_bind *mb_set_total_mass; godot_method_bind *mb_set_volume_stiffness; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "SoftBody"; } 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 SoftBody *_new(); // methods void _draw_soft_mesh(); void add_collision_exception_with(const Node *body); real_t get_areaAngular_stiffness(); Array get_collision_exceptions(); int64_t get_collision_layer() const; bool get_collision_layer_bit(const int64_t bit) const; int64_t get_collision_mask() const; bool get_collision_mask_bit(const int64_t bit) const; real_t get_damping_coefficient(); real_t get_drag_coefficient(); real_t get_linear_stiffness(); NodePath get_parent_collision_ignore() const; real_t get_pose_matching_coefficient(); real_t get_pressure_coefficient(); int64_t get_simulation_precision(); real_t get_total_mass(); real_t get_volume_stiffness(); bool is_ray_pickable() const; void remove_collision_exception_with(const Node *body); void set_areaAngular_stiffness(const real_t areaAngular_stiffness); void set_collision_layer(const int64_t collision_layer); void set_collision_layer_bit(const int64_t bit, const bool value); void set_collision_mask(const int64_t collision_mask); void set_collision_mask_bit(const int64_t bit, const bool value); void set_damping_coefficient(const real_t damping_coefficient); void set_drag_coefficient(const real_t drag_coefficient); void set_linear_stiffness(const real_t linear_stiffness); void set_parent_collision_ignore(const NodePath parent_collision_ignore); void set_pose_matching_coefficient(const real_t pose_matching_coefficient); void set_pressure_coefficient(const real_t pressure_coefficient); void set_ray_pickable(const bool ray_pickable); void set_simulation_precision(const int64_t simulation_precision); void set_total_mass(const real_t mass); void set_volume_stiffness(const real_t volume_stiffness); }; } #endif