#ifndef GODOT_CPP_VEHICLEWHEEL_HPP #define GODOT_CPP_VEHICLEWHEEL_HPP #include #include #include #include #include "Spatial.hpp" namespace godot { class VehicleWheel : public Spatial { public: static void *___get_type_tag(); static void *___get_base_type_tag(); static inline const char *___get_class_name() { return (const char *) "VehicleWheel"; } 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 VehicleWheel *_new(); // methods void set_radius(const double length); double get_radius() const; void set_suspension_rest_length(const double length); double get_suspension_rest_length() const; void set_suspension_travel(const double length); double get_suspension_travel() const; void set_suspension_stiffness(const double length); double get_suspension_stiffness() const; void set_suspension_max_force(const double length); double get_suspension_max_force() const; void set_damping_compression(const double length); double get_damping_compression() const; void set_damping_relaxation(const double length); double get_damping_relaxation() const; void set_use_as_traction(const bool enable); bool is_used_as_traction() const; void set_use_as_steering(const bool enable); bool is_used_as_steering() const; void set_friction_slip(const double length); double get_friction_slip() const; bool is_in_contact() const; void set_roll_influence(const double roll_influence); double get_roll_influence() const; double get_skidinfo() const; }; } #endif