dungeonanddeamon/GodoBinding/include/gen/Physics2DDirectBodyState.hpp
2020-03-25 11:29:52 +01:00

104 lines
4.0 KiB
C++

#ifndef GODOT_CPP_PHYSICS2DDIRECTBODYSTATE_HPP
#define GODOT_CPP_PHYSICS2DDIRECTBODYSTATE_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Object.hpp"
namespace godot {
class Object;
class Physics2DDirectSpaceState;
class Physics2DDirectBodyState : public Object {
struct ___method_bindings {
godot_method_bind *mb_add_central_force;
godot_method_bind *mb_add_force;
godot_method_bind *mb_add_torque;
godot_method_bind *mb_apply_central_impulse;
godot_method_bind *mb_apply_impulse;
godot_method_bind *mb_apply_torque_impulse;
godot_method_bind *mb_get_angular_velocity;
godot_method_bind *mb_get_contact_collider;
godot_method_bind *mb_get_contact_collider_id;
godot_method_bind *mb_get_contact_collider_object;
godot_method_bind *mb_get_contact_collider_position;
godot_method_bind *mb_get_contact_collider_shape;
godot_method_bind *mb_get_contact_collider_shape_metadata;
godot_method_bind *mb_get_contact_collider_velocity_at_position;
godot_method_bind *mb_get_contact_count;
godot_method_bind *mb_get_contact_local_normal;
godot_method_bind *mb_get_contact_local_position;
godot_method_bind *mb_get_contact_local_shape;
godot_method_bind *mb_get_inverse_inertia;
godot_method_bind *mb_get_inverse_mass;
godot_method_bind *mb_get_linear_velocity;
godot_method_bind *mb_get_space_state;
godot_method_bind *mb_get_step;
godot_method_bind *mb_get_total_angular_damp;
godot_method_bind *mb_get_total_gravity;
godot_method_bind *mb_get_total_linear_damp;
godot_method_bind *mb_get_transform;
godot_method_bind *mb_integrate_forces;
godot_method_bind *mb_is_sleeping;
godot_method_bind *mb_set_angular_velocity;
godot_method_bind *mb_set_linear_velocity;
godot_method_bind *mb_set_sleep_state;
godot_method_bind *mb_set_transform;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "Physics2DDirectBodyState"; }
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
void add_central_force(const Vector2 force);
void add_force(const Vector2 offset, const Vector2 force);
void add_torque(const real_t torque);
void apply_central_impulse(const Vector2 impulse);
void apply_impulse(const Vector2 offset, const Vector2 impulse);
void apply_torque_impulse(const real_t impulse);
real_t get_angular_velocity() const;
RID get_contact_collider(const int64_t contact_idx) const;
int64_t get_contact_collider_id(const int64_t contact_idx) const;
Object *get_contact_collider_object(const int64_t contact_idx) const;
Vector2 get_contact_collider_position(const int64_t contact_idx) const;
int64_t get_contact_collider_shape(const int64_t contact_idx) const;
Variant get_contact_collider_shape_metadata(const int64_t contact_idx) const;
Vector2 get_contact_collider_velocity_at_position(const int64_t contact_idx) const;
int64_t get_contact_count() const;
Vector2 get_contact_local_normal(const int64_t contact_idx) const;
Vector2 get_contact_local_position(const int64_t contact_idx) const;
int64_t get_contact_local_shape(const int64_t contact_idx) const;
real_t get_inverse_inertia() const;
real_t get_inverse_mass() const;
Vector2 get_linear_velocity() const;
Physics2DDirectSpaceState *get_space_state();
real_t get_step() const;
real_t get_total_angular_damp() const;
Vector2 get_total_gravity() const;
real_t get_total_linear_damp() const;
Transform2D get_transform() const;
void integrate_forces();
bool is_sleeping() const;
void set_angular_velocity(const real_t velocity);
void set_linear_velocity(const Vector2 velocity);
void set_sleep_state(const bool enabled);
void set_transform(const Transform2D transform);
};
}
#endif