#ifndef GODOT_CPP_RAYCAST2D_HPP #define GODOT_CPP_RAYCAST2D_HPP #include #include #include #include #include "Node2D.hpp" namespace godot { class Object; class RayCast2D : public Node2D { public: static void *___get_type_tag(); static void *___get_base_type_tag(); static inline const char *___get_class_name() { return (const char *) "RayCast2D"; } 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 RayCast2D *_new(); // methods void set_enabled(const bool enabled); bool is_enabled() const; void set_cast_to(const Vector2 local_point); Vector2 get_cast_to() const; bool is_colliding() const; void force_raycast_update(); Object *get_collider() const; int64_t get_collider_shape() const; Vector2 get_collision_point() const; Vector2 get_collision_normal() const; void add_exception_rid(const RID rid); void add_exception(const Object *node); void remove_exception_rid(const RID rid); void remove_exception(const Object *node); void clear_exceptions(); void set_collision_mask(const int64_t mask); int64_t get_collision_mask() 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_exclude_parent_body(const bool mask); bool get_exclude_parent_body() const; }; } #endif