#ifndef GODOT_CPP_KINEMATICBODY2D_HPP #define GODOT_CPP_KINEMATICBODY2D_HPP #include #include #include #include #include "PhysicsBody2D.hpp" namespace godot { class Object; class KinematicCollision2D; class KinematicBody2D : public PhysicsBody2D { struct ___method_bindings { godot_method_bind *mb__direct_state_changed; godot_method_bind *mb_get_floor_normal; godot_method_bind *mb_get_floor_velocity; godot_method_bind *mb_get_safe_margin; godot_method_bind *mb_get_slide_collision; godot_method_bind *mb_get_slide_count; godot_method_bind *mb_is_on_ceiling; godot_method_bind *mb_is_on_floor; godot_method_bind *mb_is_on_wall; godot_method_bind *mb_is_sync_to_physics_enabled; godot_method_bind *mb_move_and_collide; godot_method_bind *mb_move_and_slide; godot_method_bind *mb_move_and_slide_with_snap; godot_method_bind *mb_set_safe_margin; godot_method_bind *mb_set_sync_to_physics; godot_method_bind *mb_test_move; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "KinematicBody2D"; } 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 KinematicBody2D *_new(); // methods void _direct_state_changed(const Object *arg0); Vector2 get_floor_normal() const; Vector2 get_floor_velocity() const; real_t get_safe_margin() const; Ref get_slide_collision(const int64_t slide_idx); int64_t get_slide_count() const; bool is_on_ceiling() const; bool is_on_floor() const; bool is_on_wall() const; bool is_sync_to_physics_enabled() const; Ref move_and_collide(const Vector2 rel_vec, const bool infinite_inertia = true, const bool exclude_raycast_shapes = true, const bool test_only = false); Vector2 move_and_slide(const Vector2 linear_velocity, const Vector2 up_direction = Vector2(0, 0), const bool stop_on_slope = false, const int64_t max_slides = 4, const real_t floor_max_angle = 0.785398, const bool infinite_inertia = true); Vector2 move_and_slide_with_snap(const Vector2 linear_velocity, const Vector2 snap, const Vector2 up_direction = Vector2(0, 0), const bool stop_on_slope = false, const int64_t max_slides = 4, const real_t floor_max_angle = 0.785398, const bool infinite_inertia = true); void set_safe_margin(const real_t pixels); void set_sync_to_physics(const bool enable); bool test_move(const Transform2D from, const Vector2 rel_vec, const bool infinite_inertia = true); }; } #endif