#ifndef GODOT_CPP_KINEMATICBODY2D_HPP #define GODOT_CPP_KINEMATICBODY2D_HPP #include #include #include #include #include "PhysicsBody2D.hpp" namespace godot { class KinematicCollision2D; class KinematicBody2D : public PhysicsBody2D { public: static void *___get_type_tag(); static void *___get_base_type_tag(); static inline const char *___get_class_name() { return (const char *) "KinematicBody2D"; } 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 static KinematicBody2D *_new(); // methods Ref move_and_collide(const Vector2 rel_vec, const bool infinite_inertia = true); 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); bool test_move(const Transform2D from, const Vector2 rel_vec, const bool infinite_inertia); bool is_on_floor() const; bool is_on_ceiling() const; bool is_on_wall() const; Vector2 get_floor_velocity() const; void set_safe_margin(const double pixels); double get_safe_margin() const; int64_t get_slide_count() const; Ref get_slide_collision(const int64_t slide_idx); }; } #endif