#ifndef GODOT_CPP_STATICBODY2D_HPP #define GODOT_CPP_STATICBODY2D_HPP #include #include #include #include #include "PhysicsBody2D.hpp" namespace godot { class PhysicsMaterial; class StaticBody2D : public PhysicsBody2D { struct ___method_bindings { godot_method_bind *mb__reload_physics_characteristics; godot_method_bind *mb_get_bounce; godot_method_bind *mb_get_constant_angular_velocity; godot_method_bind *mb_get_constant_linear_velocity; godot_method_bind *mb_get_friction; godot_method_bind *mb_get_physics_material_override; godot_method_bind *mb_set_bounce; godot_method_bind *mb_set_constant_angular_velocity; godot_method_bind *mb_set_constant_linear_velocity; godot_method_bind *mb_set_friction; godot_method_bind *mb_set_physics_material_override; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "StaticBody2D"; } 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 StaticBody2D *_new(); // methods void _reload_physics_characteristics(); real_t get_bounce() const; real_t get_constant_angular_velocity() const; Vector2 get_constant_linear_velocity() const; real_t get_friction() const; Ref get_physics_material_override() const; void set_bounce(const real_t bounce); void set_constant_angular_velocity(const real_t vel); void set_constant_linear_velocity(const Vector2 vel); void set_friction(const real_t friction); void set_physics_material_override(const Ref physics_material_override); }; } #endif