godot-cpp/include/gen/KinematicBody.hpp

50 lines
1.6 KiB
C++

#ifndef GODOT_CPP_KINEMATICBODY_HPP
#define GODOT_CPP_KINEMATICBODY_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include <PhysicsBody.hpp>
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<KinematicCollision> 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<KinematicCollision> get_slide_collision(const int64_t slide_idx);
};
}
#endif