2018-02-11 14:50:01 +00:00
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#ifndef GODOT_CPP_KINEMATICBODY2D_HPP
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#define GODOT_CPP_KINEMATICBODY2D_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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2018-05-13 12:39:32 +00:00
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#include "PhysicsBody2D.hpp"
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2018-02-11 14:50:01 +00:00
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namespace godot {
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class KinematicCollision2D;
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class KinematicBody2D : public PhysicsBody2D {
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public:
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static void *___get_type_tag();
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static void *___get_base_type_tag();
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static inline const char *___get_class_name() { return (const char *) "KinematicBody2D"; }
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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); }
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// enums
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// constants
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static KinematicBody2D *_new();
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// methods
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Ref<KinematicCollision2D> move_and_collide(const Vector2 rel_vec, const bool infinite_inertia = true);
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Vector2 move_and_slide(const Vector2 linear_velocity, const Vector2 floor_normal = Vector2(0, 0), const bool infinite_inertia = true, const double slope_stop_min_velocity = 5, const int64_t max_bounces = 4, const double floor_max_angle = 0.785398);
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bool test_move(const Transform2D from, const Vector2 rel_vec, const bool infinite_inertia);
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bool is_on_floor() const;
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bool is_on_ceiling() const;
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bool is_on_wall() const;
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Vector2 get_floor_velocity() const;
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void set_safe_margin(const double pixels);
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double get_safe_margin() const;
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int64_t get_slide_count() const;
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Ref<KinematicCollision2D> get_slide_collision(const int64_t slide_idx);
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};
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}
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#endif
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