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

53 lines
1.3 KiB
C++

#ifndef GODOT_CPP_COLLISIONPOLYGON_HPP
#define GODOT_CPP_COLLISIONPOLYGON_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Spatial.hpp"
namespace godot {
class CollisionPolygon : public Spatial {
struct ___method_bindings {
godot_method_bind *mb__is_editable_3d_polygon;
godot_method_bind *mb_get_depth;
godot_method_bind *mb_get_polygon;
godot_method_bind *mb_is_disabled;
godot_method_bind *mb_set_depth;
godot_method_bind *mb_set_disabled;
godot_method_bind *mb_set_polygon;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "CollisionPolygon"; }
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 CollisionPolygon *_new();
// methods
bool _is_editable_3d_polygon() const;
real_t get_depth() const;
PoolVector2Array get_polygon() const;
bool is_disabled() const;
void set_depth(const real_t depth);
void set_disabled(const bool disabled);
void set_polygon(const PoolVector2Array polygon);
};
}
#endif