godot-cpp/include/gen/RayCast2D.hpp

58 lines
1.5 KiB
C++

#ifndef GODOT_CPP_RAYCAST2D_HPP
#define GODOT_CPP_RAYCAST2D_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include <Node2D.hpp>
namespace godot {
class Object;
class RayCast2D : public Node2D {
public:
static void *___get_type_tag();
static void *___get_base_type_tag();
static inline const char *___get_class_name() { return (const char *) "RayCast2D"; }
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 RayCast2D *_new();
// methods
void set_enabled(const bool enabled);
bool is_enabled() const;
void set_cast_to(const Vector2 local_point);
Vector2 get_cast_to() const;
bool is_colliding() const;
void force_raycast_update();
Object *get_collider() const;
int64_t get_collider_shape() const;
Vector2 get_collision_point() const;
Vector2 get_collision_normal() const;
void add_exception_rid(const RID rid);
void add_exception(const Object *node);
void remove_exception_rid(const RID rid);
void remove_exception(const Object *node);
void clear_exceptions();
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_exclude_parent_body(const bool mask);
bool get_exclude_parent_body() const;
};
}
#endif