dungeonanddeamon/GodoBinding/include/gen/Physics2DShapeQueryResult.hpp
2020-03-25 11:29:52 +01:00

47 lines
1.3 KiB
C++

#ifndef GODOT_CPP_PHYSICS2DSHAPEQUERYRESULT_HPP
#define GODOT_CPP_PHYSICS2DSHAPEQUERYRESULT_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Reference.hpp"
namespace godot {
class Object;
class Physics2DShapeQueryResult : public Reference {
struct ___method_bindings {
godot_method_bind *mb_get_result_count;
godot_method_bind *mb_get_result_object;
godot_method_bind *mb_get_result_object_id;
godot_method_bind *mb_get_result_object_shape;
godot_method_bind *mb_get_result_rid;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "Physics2DShapeQueryResult"; }
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_result_count() const;
Object *get_result_object(const int64_t idx) const;
int64_t get_result_object_id(const int64_t idx) const;
int64_t get_result_object_shape(const int64_t idx) const;
RID get_result_rid(const int64_t idx) const;
};
}
#endif