dungeonanddeamon/GodoBinding/include/gen/Shape2D.hpp
2020-03-25 11:29:52 +01:00

49 lines
1.7 KiB
C++

#ifndef GODOT_CPP_SHAPE2D_HPP
#define GODOT_CPP_SHAPE2D_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Resource.hpp"
namespace godot {
class Shape2D;
class Shape2D : public Resource {
struct ___method_bindings {
godot_method_bind *mb_collide;
godot_method_bind *mb_collide_and_get_contacts;
godot_method_bind *mb_collide_with_motion;
godot_method_bind *mb_collide_with_motion_and_get_contacts;
godot_method_bind *mb_get_custom_solver_bias;
godot_method_bind *mb_set_custom_solver_bias;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "Shape2D"; }
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
bool collide(const Transform2D local_xform, const Ref<Shape2D> with_shape, const Transform2D shape_xform);
Array collide_and_get_contacts(const Transform2D local_xform, const Ref<Shape2D> with_shape, const Transform2D shape_xform);
bool collide_with_motion(const Transform2D local_xform, const Vector2 local_motion, const Ref<Shape2D> with_shape, const Transform2D shape_xform, const Vector2 shape_motion);
Array collide_with_motion_and_get_contacts(const Transform2D local_xform, const Vector2 local_motion, const Ref<Shape2D> with_shape, const Transform2D shape_xform, const Vector2 shape_motion);
real_t get_custom_solver_bias() const;
void set_custom_solver_bias(const real_t bias);
};
}
#endif