#ifndef GODOT_CPP_AREA_HPP #define GODOT_CPP_AREA_HPP #include #include #include #include #include "Area.hpp" #include "CollisionObject.hpp" namespace godot { class Object; class Area : public CollisionObject { public: static void *___get_type_tag(); static void *___get_base_type_tag(); static inline const char *___get_class_name() { return (const char *) "Area"; } 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 SpaceOverride { SPACE_OVERRIDE_COMBINE_REPLACE = 2, SPACE_OVERRIDE_COMBINE = 1, SPACE_OVERRIDE_REPLACE = 3, SPACE_OVERRIDE_DISABLED = 0, SPACE_OVERRIDE_REPLACE_COMBINE = 4, }; // constants static Area *_new(); // methods void _body_enter_tree(const int64_t id); void _body_exit_tree(const int64_t id); void _area_enter_tree(const int64_t id); void _area_exit_tree(const int64_t id); void set_space_override_mode(const int64_t enable); Area::SpaceOverride get_space_override_mode() const; void set_gravity_is_point(const bool enable); bool is_gravity_a_point() const; void set_gravity_distance_scale(const double distance_scale); double get_gravity_distance_scale() const; void set_gravity_vector(const Vector3 vector); Vector3 get_gravity_vector() const; void set_gravity(const double gravity); double get_gravity() const; void set_angular_damp(const double angular_damp); double get_angular_damp() const; void set_linear_damp(const double linear_damp); double get_linear_damp() const; void set_priority(const double priority); double get_priority() const; void set_collision_mask(const int64_t collision_mask); int64_t get_collision_mask() const; void set_collision_layer(const int64_t collision_layer); int64_t get_collision_layer() 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_monitorable(const bool enable); bool is_monitorable() const; void set_monitoring(const bool enable); bool is_monitoring() const; Array get_overlapping_bodies() const; Array get_overlapping_areas() const; bool overlaps_body(const Object *body) const; bool overlaps_area(const Object *area) const; void _body_inout(const int64_t arg0, const RID arg1, const int64_t arg2, const int64_t arg3, const int64_t arg4); void _area_inout(const int64_t arg0, const RID arg1, const int64_t arg2, const int64_t arg3, const int64_t arg4); void set_audio_bus_override(const bool enable); bool is_overriding_audio_bus() const; void set_audio_bus(const String name); String get_audio_bus() const; void set_use_reverb_bus(const bool enable); bool is_using_reverb_bus() const; void set_reverb_bus(const String name); String get_reverb_bus() const; void set_reverb_amount(const double amount); double get_reverb_amount() const; void set_reverb_uniformity(const double amount); double get_reverb_uniformity() const; }; } #endif