#ifndef GODOT_CPP_PHYSICSBODY_HPP #define GODOT_CPP_PHYSICSBODY_HPP #include #include #include #include #include "CollisionObject.hpp" namespace godot { class Node; class PhysicsBody : public CollisionObject { struct ___method_bindings { godot_method_bind *mb__get_layers; godot_method_bind *mb__set_layers; godot_method_bind *mb_add_collision_exception_with; 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_remove_collision_exception_with; 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; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "PhysicsBody"; } 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 int64_t _get_layers() const; void _set_layers(const int64_t mask); void add_collision_exception_with(const Node *body); 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; void remove_collision_exception_with(const Node *body); void set_collision_layer(const int64_t layer); void set_collision_layer_bit(const int64_t bit, const bool value); void set_collision_mask(const int64_t mask); void set_collision_mask_bit(const int64_t bit, const bool value); }; } #endif