godot-cpp/include/gen/RigidBody2D.hpp

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#ifndef GODOT_CPP_RIGIDBODY2D_HPP
#define GODOT_CPP_RIGIDBODY2D_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "RigidBody2D.hpp"
#include "PhysicsBody2D.hpp"
namespace godot {
class Physics2DDirectBodyState;
class Physics2DTestMotionResult;
class Object;
class RigidBody2D : public PhysicsBody2D {
public:
static void *___get_type_tag();
static void *___get_base_type_tag();
static inline const char *___get_class_name() { return (const char *) "RigidBody2D"; }
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
enum Mode {
MODE_KINEMATIC = 3,
MODE_CHARACTER = 2,
MODE_STATIC = 1,
MODE_RIGID = 0,
};
enum CCDMode {
CCD_MODE_DISABLED = 0,
CCD_MODE_CAST_SHAPE = 2,
CCD_MODE_CAST_RAY = 1,
};
// constants
static RigidBody2D *_new();
// methods
void _integrate_forces(const Physics2DDirectBodyState *state);
void set_mode(const int64_t mode);
RigidBody2D::Mode get_mode() const;
void set_mass(const double mass);
double get_mass() const;
double get_inertia() const;
void set_inertia(const double inertia);
void set_weight(const double weight);
double get_weight() const;
void set_friction(const double friction);
double get_friction() const;
void set_bounce(const double bounce);
double get_bounce() const;
void set_gravity_scale(const double gravity_scale);
double get_gravity_scale() const;
void set_linear_damp(const double linear_damp);
double get_linear_damp() const;
void set_angular_damp(const double angular_damp);
double get_angular_damp() const;
void set_linear_velocity(const Vector2 linear_velocity);
Vector2 get_linear_velocity() const;
void set_angular_velocity(const double angular_velocity);
double get_angular_velocity() const;
void set_max_contacts_reported(const int64_t amount);
int64_t get_max_contacts_reported() const;
void set_use_custom_integrator(const bool enable);
bool is_using_custom_integrator();
void set_contact_monitor(const bool enabled);
bool is_contact_monitor_enabled() const;
void set_continuous_collision_detection_mode(const int64_t mode);
RigidBody2D::CCDMode get_continuous_collision_detection_mode() const;
void set_axis_velocity(const Vector2 axis_velocity);
void apply_impulse(const Vector2 offset, const Vector2 impulse);
void set_applied_force(const Vector2 force);
Vector2 get_applied_force() const;
void set_applied_torque(const double torque);
double get_applied_torque() const;
void add_force(const Vector2 offset, const Vector2 force);
void set_sleeping(const bool sleeping);
bool is_sleeping() const;
void set_can_sleep(const bool able_to_sleep);
bool is_able_to_sleep() const;
bool test_motion(const Vector2 motion, const bool infinite_inertia = true, const double margin = 0.08, const Ref<Physics2DTestMotionResult> result = nullptr);
void _direct_state_changed(const Object *arg0);
void _body_enter_tree(const int64_t arg0);
void _body_exit_tree(const int64_t arg0);
Array get_colliding_bodies() const;
};
}
#endif