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

62 lines
1.9 KiB
C++

#ifndef GODOT_CPP_STATICBODY_HPP
#define GODOT_CPP_STATICBODY_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "PhysicsBody.hpp"
namespace godot {
class PhysicsMaterial;
class StaticBody : public PhysicsBody {
struct ___method_bindings {
godot_method_bind *mb__reload_physics_characteristics;
godot_method_bind *mb_get_bounce;
godot_method_bind *mb_get_constant_angular_velocity;
godot_method_bind *mb_get_constant_linear_velocity;
godot_method_bind *mb_get_friction;
godot_method_bind *mb_get_physics_material_override;
godot_method_bind *mb_set_bounce;
godot_method_bind *mb_set_constant_angular_velocity;
godot_method_bind *mb_set_constant_linear_velocity;
godot_method_bind *mb_set_friction;
godot_method_bind *mb_set_physics_material_override;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "StaticBody"; }
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
static StaticBody *_new();
// methods
void _reload_physics_characteristics();
real_t get_bounce() const;
Vector3 get_constant_angular_velocity() const;
Vector3 get_constant_linear_velocity() const;
real_t get_friction() const;
Ref<PhysicsMaterial> get_physics_material_override() const;
void set_bounce(const real_t bounce);
void set_constant_angular_velocity(const Vector3 vel);
void set_constant_linear_velocity(const Vector3 vel);
void set_friction(const real_t friction);
void set_physics_material_override(const Ref<PhysicsMaterial> physics_material_override);
};
}
#endif