godot-cpp/include/gen/RigidBody.hpp

87 lines
2.7 KiB
C++

#ifndef GODOT_CPP_RIGIDBODY_HPP
#define GODOT_CPP_RIGIDBODY_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include <RigidBody.hpp>
#include <PhysicsBody.hpp>
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