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

55 lines
1.4 KiB
C++

#ifndef GODOT_CPP_PHYSICSMATERIAL_HPP
#define GODOT_CPP_PHYSICSMATERIAL_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Resource.hpp"
namespace godot {
class PhysicsMaterial : public Resource {
struct ___method_bindings {
godot_method_bind *mb_get_bounce;
godot_method_bind *mb_get_friction;
godot_method_bind *mb_is_absorbent;
godot_method_bind *mb_is_rough;
godot_method_bind *mb_set_absorbent;
godot_method_bind *mb_set_bounce;
godot_method_bind *mb_set_friction;
godot_method_bind *mb_set_rough;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "PhysicsMaterial"; }
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 PhysicsMaterial *_new();
// methods
real_t get_bounce() const;
real_t get_friction() const;
bool is_absorbent() const;
bool is_rough() const;
void set_absorbent(const bool absorbent);
void set_bounce(const real_t bounce);
void set_friction(const real_t friction);
void set_rough(const bool rough);
};
}
#endif