dungeonanddeamon/GodoBinding/include/gen/Joint2D.hpp
2020-03-25 11:29:52 +01:00

52 lines
1.4 KiB
C++

#ifndef GODOT_CPP_JOINT2D_HPP
#define GODOT_CPP_JOINT2D_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Node2D.hpp"
namespace godot {
class Joint2D : public Node2D {
struct ___method_bindings {
godot_method_bind *mb_get_bias;
godot_method_bind *mb_get_exclude_nodes_from_collision;
godot_method_bind *mb_get_node_a;
godot_method_bind *mb_get_node_b;
godot_method_bind *mb_set_bias;
godot_method_bind *mb_set_exclude_nodes_from_collision;
godot_method_bind *mb_set_node_a;
godot_method_bind *mb_set_node_b;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "Joint2D"; }
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
real_t get_bias() const;
bool get_exclude_nodes_from_collision() const;
NodePath get_node_a() const;
NodePath get_node_b() const;
void set_bias(const real_t bias);
void set_exclude_nodes_from_collision(const bool enable);
void set_node_a(const NodePath node);
void set_node_b(const NodePath node);
};
}
#endif