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

90 lines
2.8 KiB
C++

#ifndef GODOT_CPP_RAYCAST_HPP
#define GODOT_CPP_RAYCAST_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Spatial.hpp"
namespace godot {
class Object;
class RayCast : public Spatial {
struct ___method_bindings {
godot_method_bind *mb_add_exception;
godot_method_bind *mb_add_exception_rid;
godot_method_bind *mb_clear_exceptions;
godot_method_bind *mb_force_raycast_update;
godot_method_bind *mb_get_cast_to;
godot_method_bind *mb_get_collider;
godot_method_bind *mb_get_collider_shape;
godot_method_bind *mb_get_collision_mask;
godot_method_bind *mb_get_collision_mask_bit;
godot_method_bind *mb_get_collision_normal;
godot_method_bind *mb_get_collision_point;
godot_method_bind *mb_get_exclude_parent_body;
godot_method_bind *mb_is_collide_with_areas_enabled;
godot_method_bind *mb_is_collide_with_bodies_enabled;
godot_method_bind *mb_is_colliding;
godot_method_bind *mb_is_enabled;
godot_method_bind *mb_remove_exception;
godot_method_bind *mb_remove_exception_rid;
godot_method_bind *mb_set_cast_to;
godot_method_bind *mb_set_collide_with_areas;
godot_method_bind *mb_set_collide_with_bodies;
godot_method_bind *mb_set_collision_mask;
godot_method_bind *mb_set_collision_mask_bit;
godot_method_bind *mb_set_enabled;
godot_method_bind *mb_set_exclude_parent_body;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "RayCast"; }
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 RayCast *_new();
// methods
void add_exception(const Object *node);
void add_exception_rid(const RID rid);
void clear_exceptions();
void force_raycast_update();
Vector3 get_cast_to() const;
Object *get_collider() const;
int64_t get_collider_shape() const;
int64_t get_collision_mask() const;
bool get_collision_mask_bit(const int64_t bit) const;
Vector3 get_collision_normal() const;
Vector3 get_collision_point() const;
bool get_exclude_parent_body() const;
bool is_collide_with_areas_enabled() const;
bool is_collide_with_bodies_enabled() const;
bool is_colliding() const;
bool is_enabled() const;
void remove_exception(const Object *node);
void remove_exception_rid(const RID rid);
void set_cast_to(const Vector3 local_point);
void set_collide_with_areas(const bool enable);
void set_collide_with_bodies(const bool enable);
void set_collision_mask(const int64_t mask);
void set_collision_mask_bit(const int64_t bit, const bool value);
void set_enabled(const bool enabled);
void set_exclude_parent_body(const bool mask);
};
}
#endif