dungeonanddeamon/GodoBinding/include/gen/Physics2DShapeQueryParameters.hpp
2020-03-25 11:29:52 +01:00

74 lines
2.2 KiB
C++

#ifndef GODOT_CPP_PHYSICS2DSHAPEQUERYPARAMETERS_HPP
#define GODOT_CPP_PHYSICS2DSHAPEQUERYPARAMETERS_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Reference.hpp"
namespace godot {
class Resource;
class Physics2DShapeQueryParameters : public Reference {
struct ___method_bindings {
godot_method_bind *mb_get_collision_layer;
godot_method_bind *mb_get_exclude;
godot_method_bind *mb_get_margin;
godot_method_bind *mb_get_motion;
godot_method_bind *mb_get_shape_rid;
godot_method_bind *mb_get_transform;
godot_method_bind *mb_is_collide_with_areas_enabled;
godot_method_bind *mb_is_collide_with_bodies_enabled;
godot_method_bind *mb_set_collide_with_areas;
godot_method_bind *mb_set_collide_with_bodies;
godot_method_bind *mb_set_collision_layer;
godot_method_bind *mb_set_exclude;
godot_method_bind *mb_set_margin;
godot_method_bind *mb_set_motion;
godot_method_bind *mb_set_shape;
godot_method_bind *mb_set_shape_rid;
godot_method_bind *mb_set_transform;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "Physics2DShapeQueryParameters"; }
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 Physics2DShapeQueryParameters *_new();
// methods
int64_t get_collision_layer() const;
Array get_exclude() const;
real_t get_margin() const;
Vector2 get_motion() const;
RID get_shape_rid() const;
Transform2D get_transform() const;
bool is_collide_with_areas_enabled() const;
bool is_collide_with_bodies_enabled() const;
void set_collide_with_areas(const bool enable);
void set_collide_with_bodies(const bool enable);
void set_collision_layer(const int64_t collision_layer);
void set_exclude(const Array exclude);
void set_margin(const real_t margin);
void set_motion(const Vector2 motion);
void set_shape(const Ref<Resource> shape);
void set_shape_rid(const RID shape);
void set_transform(const Transform2D transform);
};
}
#endif