godot-cpp/include/gen/PhysicsBody2D.hpp

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#ifndef GODOT_CPP_PHYSICSBODY2D_HPP
#define GODOT_CPP_PHYSICSBODY2D_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "CollisionObject2D.hpp"
namespace godot {
class Object;
class PhysicsBody2D : public CollisionObject2D {
public:
static void *___get_type_tag();
static void *___get_base_type_tag();
static inline const char *___get_class_name() { return (const char *) "PhysicsBody2D"; }
static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o); }
// enums
// constants
// methods
void set_collision_layer(const int64_t layer);
int64_t get_collision_layer() const;
void set_collision_mask(const int64_t mask);
int64_t get_collision_mask() const;
void set_collision_mask_bit(const int64_t bit, const bool value);
bool get_collision_mask_bit(const int64_t bit) const;
void set_collision_layer_bit(const int64_t bit, const bool value);
bool get_collision_layer_bit(const int64_t bit) const;
void _set_layers(const int64_t mask);
int64_t _get_layers() const;
void add_collision_exception_with(const Object *body);
void remove_collision_exception_with(const Object *body);
};
}
#endif