#ifndef GODOT_CPP_KINEMATICBODY_HPP #define GODOT_CPP_KINEMATICBODY_HPP #include #include #include #include #include namespace godot { class KinematicCollision; class KinematicBody : public PhysicsBody { public: static void *___get_type_tag(); static void *___get_base_type_tag(); static inline const char *___get_class_name() { return (const char *) "KinematicBody"; } 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 KinematicBody *_new(); // methods Ref move_and_collide(const Vector3 rel_vec, const bool infinite_inertia = true); Vector3 move_and_slide(const Vector3 linear_velocity, const Vector3 floor_normal = Vector3(0, 0, 0), const bool infinite_inertia = true, const double slope_stop_min_velocity = 0.05, const int64_t max_slides = 4, const double floor_max_angle = 0.785398); bool test_move(const Transform from, const Vector3 rel_vec, const bool infinite_inertia); bool is_on_floor() const; bool is_on_ceiling() const; bool is_on_wall() const; Vector3 get_floor_velocity() const; void set_axis_lock(const int64_t axis, const bool lock); bool get_axis_lock(const int64_t axis) 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