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