#ifndef GODOT_CPP_PHYSICSBODY2D_HPP #define GODOT_CPP_PHYSICSBODY2D_HPP #include #include #include #include #include namespace godot { class Object; class PhysicsBody2D : public CollisionObject2D { public: static void *___get_type_tag(); static void *___get_base_type_tag(); static inline const char *___get_class_name() { return (const char *) "PhysicsBody2D"; } 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 // methods void set_collision_layer(const int64_t layer); int64_t get_collision_layer() const; 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_collision_layer_bit(const int64_t bit, const bool value); bool get_collision_layer_bit(const int64_t bit) const; void _set_layers(const int64_t mask); int64_t _get_layers() const; void add_collision_exception_with(const Object *body); void remove_collision_exception_with(const Object *body); }; } #endif