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

70 lines
2.6 KiB
C++

#ifndef GODOT_CPP_KINEMATICBODY_HPP
#define GODOT_CPP_KINEMATICBODY_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "PhysicsBody.hpp"
namespace godot {
class KinematicCollision;
class KinematicBody : public PhysicsBody {
struct ___method_bindings {
godot_method_bind *mb_get_axis_lock;
godot_method_bind *mb_get_floor_normal;
godot_method_bind *mb_get_floor_velocity;
godot_method_bind *mb_get_safe_margin;
godot_method_bind *mb_get_slide_collision;
godot_method_bind *mb_get_slide_count;
godot_method_bind *mb_is_on_ceiling;
godot_method_bind *mb_is_on_floor;
godot_method_bind *mb_is_on_wall;
godot_method_bind *mb_move_and_collide;
godot_method_bind *mb_move_and_slide;
godot_method_bind *mb_move_and_slide_with_snap;
godot_method_bind *mb_set_axis_lock;
godot_method_bind *mb_set_safe_margin;
godot_method_bind *mb_test_move;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "KinematicBody"; }
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 KinematicBody *_new();
// methods
bool get_axis_lock(const int64_t axis) const;
Vector3 get_floor_normal() const;
Vector3 get_floor_velocity() const;
real_t get_safe_margin() const;
Ref<KinematicCollision> get_slide_collision(const int64_t slide_idx);
int64_t get_slide_count() const;
bool is_on_ceiling() const;
bool is_on_floor() const;
bool is_on_wall() const;
Ref<KinematicCollision> move_and_collide(const Vector3 rel_vec, const bool infinite_inertia = true, const bool exclude_raycast_shapes = true, const bool test_only = false);
Vector3 move_and_slide(const Vector3 linear_velocity, const Vector3 up_direction = Vector3(0, 0, 0), const bool stop_on_slope = false, const int64_t max_slides = 4, const real_t floor_max_angle = 0.785398, const bool infinite_inertia = true);
Vector3 move_and_slide_with_snap(const Vector3 linear_velocity, const Vector3 snap, const Vector3 up_direction = Vector3(0, 0, 0), const bool stop_on_slope = false, const int64_t max_slides = 4, const real_t floor_max_angle = 0.785398, const bool infinite_inertia = true);
void set_axis_lock(const int64_t axis, const bool lock);
void set_safe_margin(const real_t pixels);
bool test_move(const Transform from, const Vector3 rel_vec, const bool infinite_inertia = true);
};
}
#endif