46 lines
1.3 KiB
C++
46 lines
1.3 KiB
C++
#ifndef GODOT_CPP_PHYSICSBODY_HPP
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#define GODOT_CPP_PHYSICSBODY_HPP
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#include <gdnative_api_struct.gen.h>
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#include <stdint.h>
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#include <core/CoreTypes.hpp>
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#include <core/Ref.hpp>
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#include "CollisionObject.hpp"
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namespace godot {
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class Object;
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class PhysicsBody : public CollisionObject {
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public:
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static void *___get_type_tag();
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static void *___get_base_type_tag();
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static inline const char *___get_class_name() { return (const char *) "PhysicsBody"; }
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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); }
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// enums
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// constants
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// methods
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void set_collision_layer(const int64_t layer);
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int64_t get_collision_layer() const;
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void set_collision_mask(const int64_t mask);
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int64_t get_collision_mask() const;
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void set_collision_mask_bit(const int64_t bit, const bool value);
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bool get_collision_mask_bit(const int64_t bit) const;
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void set_collision_layer_bit(const int64_t bit, const bool value);
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bool get_collision_layer_bit(const int64_t bit) const;
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void _set_layers(const int64_t mask);
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int64_t _get_layers() const;
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void add_collision_exception_with(const Object *body);
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void remove_collision_exception_with(const Object *body);
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};
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}
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#endif |