dungeonanddeamon/GodoBinding/include/gen/KinematicBody2D.hpp
2020-03-25 11:29:52 +01:00

73 lines
2.7 KiB
C++

#ifndef GODOT_CPP_KINEMATICBODY2D_HPP
#define GODOT_CPP_KINEMATICBODY2D_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#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<KinematicCollision2D> 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<KinematicCollision2D> 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