#ifndef GODOT_CPP_PHYSICSDIRECTSPACESTATE_HPP #define GODOT_CPP_PHYSICSDIRECTSPACESTATE_HPP #include #include #include #include #include "Object.hpp" namespace godot { class PhysicsShapeQueryParameters; class PhysicsDirectSpaceState : public Object { struct ___method_bindings { godot_method_bind *mb_cast_motion; godot_method_bind *mb_collide_shape; godot_method_bind *mb_get_rest_info; godot_method_bind *mb_intersect_ray; godot_method_bind *mb_intersect_shape; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "PhysicsDirectSpaceState"; } 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 Array cast_motion(const Ref shape, const Vector3 motion); Array collide_shape(const Ref shape, const int64_t max_results = 32); Dictionary get_rest_info(const Ref shape); Dictionary intersect_ray(const Vector3 from, const Vector3 to, const Array exclude = Array(), const int64_t collision_mask = 2147483647, const bool collide_with_bodies = true, const bool collide_with_areas = false); Array intersect_shape(const Ref shape, const int64_t max_results = 32); }; } #endif