dungeonanddeamon/GodoBinding/include/gen/RigidBody2D.hpp
2020-03-25 11:29:52 +01:00

163 lines
5.9 KiB
C++

#ifndef GODOT_CPP_RIGIDBODY2D_HPP
#define GODOT_CPP_RIGIDBODY2D_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "RigidBody2D.hpp"
#include "PhysicsBody2D.hpp"
namespace godot {
class Object;
class Physics2DDirectBodyState;
class PhysicsMaterial;
class Physics2DTestMotionResult;
class RigidBody2D : public PhysicsBody2D {
struct ___method_bindings {
godot_method_bind *mb__body_enter_tree;
godot_method_bind *mb__body_exit_tree;
godot_method_bind *mb__direct_state_changed;
godot_method_bind *mb__integrate_forces;
godot_method_bind *mb__reload_physics_characteristics;
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_damp;
godot_method_bind *mb_get_angular_velocity;
godot_method_bind *mb_get_applied_force;
godot_method_bind *mb_get_applied_torque;
godot_method_bind *mb_get_bounce;
godot_method_bind *mb_get_colliding_bodies;
godot_method_bind *mb_get_continuous_collision_detection_mode;
godot_method_bind *mb_get_friction;
godot_method_bind *mb_get_gravity_scale;
godot_method_bind *mb_get_inertia;
godot_method_bind *mb_get_linear_damp;
godot_method_bind *mb_get_linear_velocity;
godot_method_bind *mb_get_mass;
godot_method_bind *mb_get_max_contacts_reported;
godot_method_bind *mb_get_mode;
godot_method_bind *mb_get_physics_material_override;
godot_method_bind *mb_get_weight;
godot_method_bind *mb_is_able_to_sleep;
godot_method_bind *mb_is_contact_monitor_enabled;
godot_method_bind *mb_is_sleeping;
godot_method_bind *mb_is_using_custom_integrator;
godot_method_bind *mb_set_angular_damp;
godot_method_bind *mb_set_angular_velocity;
godot_method_bind *mb_set_applied_force;
godot_method_bind *mb_set_applied_torque;
godot_method_bind *mb_set_axis_velocity;
godot_method_bind *mb_set_bounce;
godot_method_bind *mb_set_can_sleep;
godot_method_bind *mb_set_contact_monitor;
godot_method_bind *mb_set_continuous_collision_detection_mode;
godot_method_bind *mb_set_friction;
godot_method_bind *mb_set_gravity_scale;
godot_method_bind *mb_set_inertia;
godot_method_bind *mb_set_linear_damp;
godot_method_bind *mb_set_linear_velocity;
godot_method_bind *mb_set_mass;
godot_method_bind *mb_set_max_contacts_reported;
godot_method_bind *mb_set_mode;
godot_method_bind *mb_set_physics_material_override;
godot_method_bind *mb_set_sleeping;
godot_method_bind *mb_set_use_custom_integrator;
godot_method_bind *mb_set_weight;
godot_method_bind *mb_test_motion;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "RigidBody2D"; }
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
enum Mode {
MODE_RIGID = 0,
MODE_STATIC = 1,
MODE_CHARACTER = 2,
MODE_KINEMATIC = 3,
};
enum CCDMode {
CCD_MODE_DISABLED = 0,
CCD_MODE_CAST_RAY = 1,
CCD_MODE_CAST_SHAPE = 2,
};
// constants
static RigidBody2D *_new();
// methods
void _body_enter_tree(const int64_t arg0);
void _body_exit_tree(const int64_t arg0);
void _direct_state_changed(const Object *arg0);
void _integrate_forces(const Physics2DDirectBodyState *state);
void _reload_physics_characteristics();
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 torque);
real_t get_angular_damp() const;
real_t get_angular_velocity() const;
Vector2 get_applied_force() const;
real_t get_applied_torque() const;
real_t get_bounce() const;
Array get_colliding_bodies() const;
RigidBody2D::CCDMode get_continuous_collision_detection_mode() const;
real_t get_friction() const;
real_t get_gravity_scale() const;
real_t get_inertia() const;
real_t get_linear_damp() const;
Vector2 get_linear_velocity() const;
real_t get_mass() const;
int64_t get_max_contacts_reported() const;
RigidBody2D::Mode get_mode() const;
Ref<PhysicsMaterial> get_physics_material_override() const;
real_t get_weight() const;
bool is_able_to_sleep() const;
bool is_contact_monitor_enabled() const;
bool is_sleeping() const;
bool is_using_custom_integrator();
void set_angular_damp(const real_t angular_damp);
void set_angular_velocity(const real_t angular_velocity);
void set_applied_force(const Vector2 force);
void set_applied_torque(const real_t torque);
void set_axis_velocity(const Vector2 axis_velocity);
void set_bounce(const real_t bounce);
void set_can_sleep(const bool able_to_sleep);
void set_contact_monitor(const bool enabled);
void set_continuous_collision_detection_mode(const int64_t mode);
void set_friction(const real_t friction);
void set_gravity_scale(const real_t gravity_scale);
void set_inertia(const real_t inertia);
void set_linear_damp(const real_t linear_damp);
void set_linear_velocity(const Vector2 linear_velocity);
void set_mass(const real_t mass);
void set_max_contacts_reported(const int64_t amount);
void set_mode(const int64_t mode);
void set_physics_material_override(const Ref<PhysicsMaterial> physics_material_override);
void set_sleeping(const bool sleeping);
void set_use_custom_integrator(const bool enable);
void set_weight(const real_t weight);
bool test_motion(const Vector2 motion, const bool infinite_inertia = true, const real_t margin = 0.08, const Ref<Physics2DTestMotionResult> result = nullptr);
};
}
#endif