#ifndef GODOT_CPP_RIGIDBODY_HPP #define GODOT_CPP_RIGIDBODY_HPP #include #include #include #include #include #include namespace godot { class PhysicsDirectBodyState; class Object; class RigidBody : public PhysicsBody { public: static void *___get_type_tag(); static void *___get_base_type_tag(); static inline const char *___get_class_name() { return (const char *) "RigidBody"; } 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 enum Mode { MODE_KINEMATIC = 3, MODE_CHARACTER = 2, MODE_STATIC = 1, MODE_RIGID = 0, }; // constants static RigidBody *_new(); // methods void _integrate_forces(const PhysicsDirectBodyState *state); void set_mode(const int64_t mode); RigidBody::Mode get_mode() const; void set_mass(const double mass); double get_mass() const; void set_weight(const double weight); double get_weight() const; void set_friction(const double friction); double get_friction() const; void set_bounce(const double bounce); double get_bounce() const; void set_linear_velocity(const Vector3 linear_velocity); Vector3 get_linear_velocity() const; void set_angular_velocity(const Vector3 angular_velocity); Vector3 get_angular_velocity() const; void set_gravity_scale(const double gravity_scale); double get_gravity_scale() const; void set_linear_damp(const double linear_damp); double get_linear_damp() const; void set_angular_damp(const double angular_damp); double get_angular_damp() const; void set_max_contacts_reported(const int64_t amount); int64_t get_max_contacts_reported() const; void set_use_custom_integrator(const bool enable); bool is_using_custom_integrator(); void set_contact_monitor(const bool enabled); bool is_contact_monitor_enabled() const; void set_use_continuous_collision_detection(const bool enable); bool is_using_continuous_collision_detection() const; void set_axis_velocity(const Vector3 axis_velocity); void apply_impulse(const Vector3 position, const Vector3 impulse); void apply_torque_impulse(const Vector3 impulse); void set_sleeping(const bool sleeping); bool is_sleeping() const; void set_can_sleep(const bool able_to_sleep); bool is_able_to_sleep() const; void _direct_state_changed(const Object *arg0); void _body_enter_tree(const int64_t arg0); void _body_exit_tree(const int64_t arg0); void set_axis_lock(const int64_t axis, const bool lock); bool get_axis_lock(const int64_t axis) const; Array get_colliding_bodies() const; }; } #endif