godot.gen.godot.PhysicalBone2D.kt Maven / Gradle / Ivy
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Contains godot api as kotlin classes and jvm cpp interaction code.
// THIS FILE IS GENERATED! DO NOT EDIT IT MANUALLY!
@file:Suppress("PackageDirectoryMismatch", "unused", "FunctionName", "RedundantModalityModifier",
"UNCHECKED_CAST", "JoinDeclarationAndAssignment", "USELESS_CAST",
"RemoveRedundantQualifierName", "NOTHING_TO_INLINE", "NON_FINAL_MEMBER_IN_OBJECT",
"RedundantVisibilityModifier", "RedundantUnitReturnType", "MemberVisibilityCanBePrivate")
package godot
import godot.`annotation`.GodotBaseType
import godot.core.NodePath
import godot.core.TypeManager
import godot.core.VariantParser.BOOL
import godot.core.VariantParser.LONG
import godot.core.VariantParser.NIL
import godot.core.VariantParser.NODE_PATH
import godot.core.VariantParser.OBJECT
import godot.core.memory.TransferContext
import godot.util.VoidPtr
import kotlin.Boolean
import kotlin.Int
import kotlin.Long
import kotlin.Suppress
import kotlin.Unit
import kotlin.jvm.JvmName
/**
* The [PhysicalBone2D] node is a [RigidBody2D]-based node that can be used to make [Bone2D]s in a
* [Skeleton2D] react to physics.
* **Note:** To make the [Bone2D]s visually follow the [PhysicalBone2D] node, use a
* [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] parent.
* **Note:** The [PhysicalBone2D] node does not automatically create a [Joint2D] node to keep
* [PhysicalBone2D] nodes together. They must be created manually. For most cases, you want to use a
* [PinJoint2D] node. The [PhysicalBone2D] node will automatically configure the [Joint2D] node once
* it's been added as a child node.
*/
@GodotBaseType
public open class PhysicalBone2D : RigidBody2D() {
/**
* The [NodePath] to the [Bone2D] that this [PhysicalBone2D] should simulate.
*/
public final inline var bone2dNodepath: NodePath
@JvmName("bone2dNodepathProperty")
get() = getBone2dNodepath()
@JvmName("bone2dNodepathProperty")
set(`value`) {
setBone2dNodepath(value)
}
/**
* The index of the [Bone2D] that this [PhysicalBone2D] should simulate.
*/
public final inline var bone2dIndex: Int
@JvmName("bone2dIndexProperty")
get() = getBone2dIndex()
@JvmName("bone2dIndexProperty")
set(`value`) {
setBone2dIndex(value)
}
/**
* If `true`, the [PhysicalBone2D] will automatically configure the first [Joint2D] child node.
* The automatic configuration is limited to setting up the node properties and positioning the
* [Joint2D].
*/
public final inline var autoConfigureJoint: Boolean
@JvmName("autoConfigureJointProperty")
get() = getAutoConfigureJoint()
@JvmName("autoConfigureJointProperty")
set(`value`) {
setAutoConfigureJoint(value)
}
/**
* If `true`, the [PhysicalBone2D] will start simulating using physics. If `false`, the
* [PhysicalBone2D] will follow the transform of the [Bone2D] node.
* **Note:** To have the [Bone2D]s visually follow the [PhysicalBone2D], use a
* [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] node with the [Bone2D]
* nodes.
*/
public final inline var simulatePhysics: Boolean
@JvmName("simulatePhysicsProperty")
get() = getSimulatePhysics()
@JvmName("simulatePhysicsProperty")
set(`value`) {
setSimulatePhysics(value)
}
/**
* If `true`, the [PhysicalBone2D] will keep the transform of the bone it is bound to when
* simulating physics.
*/
public final inline var followBoneWhenSimulating: Boolean
@JvmName("followBoneWhenSimulatingProperty")
get() = getFollowBoneWhenSimulating()
@JvmName("followBoneWhenSimulatingProperty")
set(`value`) {
setFollowBoneWhenSimulating(value)
}
public override fun new(scriptIndex: Int): Unit {
callConstructor(ENGINECLASS_PHYSICALBONE2D, scriptIndex)
}
/**
* Returns the first [Joint2D] child node, if one exists. This is mainly a helper function to make
* it easier to get the [Joint2D] that the [PhysicalBone2D] is autoconfiguring.
*/
public final fun getJoint(): Joint2D? {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getJointPtr, OBJECT)
return (TransferContext.readReturnValue(OBJECT) as Joint2D?)
}
public final fun getAutoConfigureJoint(): Boolean {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getAutoConfigureJointPtr, BOOL)
return (TransferContext.readReturnValue(BOOL) as Boolean)
}
public final fun setAutoConfigureJoint(autoConfigureJoint: Boolean): Unit {
TransferContext.writeArguments(BOOL to autoConfigureJoint)
TransferContext.callMethod(rawPtr, MethodBindings.setAutoConfigureJointPtr, NIL)
}
public final fun setSimulatePhysics(simulatePhysics: Boolean): Unit {
TransferContext.writeArguments(BOOL to simulatePhysics)
TransferContext.callMethod(rawPtr, MethodBindings.setSimulatePhysicsPtr, NIL)
}
public final fun getSimulatePhysics(): Boolean {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getSimulatePhysicsPtr, BOOL)
return (TransferContext.readReturnValue(BOOL) as Boolean)
}
/**
* Returns a boolean that indicates whether the [PhysicalBone2D] is running and simulating using
* the Godot 2D physics engine. When `true`, the PhysicalBone2D node is using physics.
*/
public final fun isSimulatingPhysics(): Boolean {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.isSimulatingPhysicsPtr, BOOL)
return (TransferContext.readReturnValue(BOOL) as Boolean)
}
public final fun setBone2dNodepath(nodepath: NodePath): Unit {
TransferContext.writeArguments(NODE_PATH to nodepath)
TransferContext.callMethod(rawPtr, MethodBindings.setBone2dNodepathPtr, NIL)
}
public final fun getBone2dNodepath(): NodePath {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getBone2dNodepathPtr, NODE_PATH)
return (TransferContext.readReturnValue(NODE_PATH) as NodePath)
}
public final fun setBone2dIndex(boneIndex: Int): Unit {
TransferContext.writeArguments(LONG to boneIndex.toLong())
TransferContext.callMethod(rawPtr, MethodBindings.setBone2dIndexPtr, NIL)
}
public final fun getBone2dIndex(): Int {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getBone2dIndexPtr, LONG)
return (TransferContext.readReturnValue(LONG) as Long).toInt()
}
public final fun setFollowBoneWhenSimulating(followBone: Boolean): Unit {
TransferContext.writeArguments(BOOL to followBone)
TransferContext.callMethod(rawPtr, MethodBindings.setFollowBoneWhenSimulatingPtr, NIL)
}
public final fun getFollowBoneWhenSimulating(): Boolean {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getFollowBoneWhenSimulatingPtr, BOOL)
return (TransferContext.readReturnValue(BOOL) as Boolean)
}
public companion object
internal object MethodBindings {
public val getJointPtr: VoidPtr =
TypeManager.getMethodBindPtr("PhysicalBone2D", "get_joint", 3582132112)
public val getAutoConfigureJointPtr: VoidPtr =
TypeManager.getMethodBindPtr("PhysicalBone2D", "get_auto_configure_joint", 36873697)
public val setAutoConfigureJointPtr: VoidPtr =
TypeManager.getMethodBindPtr("PhysicalBone2D", "set_auto_configure_joint", 2586408642)
public val setSimulatePhysicsPtr: VoidPtr =
TypeManager.getMethodBindPtr("PhysicalBone2D", "set_simulate_physics", 2586408642)
public val getSimulatePhysicsPtr: VoidPtr =
TypeManager.getMethodBindPtr("PhysicalBone2D", "get_simulate_physics", 36873697)
public val isSimulatingPhysicsPtr: VoidPtr =
TypeManager.getMethodBindPtr("PhysicalBone2D", "is_simulating_physics", 36873697)
public val setBone2dNodepathPtr: VoidPtr =
TypeManager.getMethodBindPtr("PhysicalBone2D", "set_bone2d_nodepath", 1348162250)
public val getBone2dNodepathPtr: VoidPtr =
TypeManager.getMethodBindPtr("PhysicalBone2D", "get_bone2d_nodepath", 4075236667)
public val setBone2dIndexPtr: VoidPtr =
TypeManager.getMethodBindPtr("PhysicalBone2D", "set_bone2d_index", 1286410249)
public val getBone2dIndexPtr: VoidPtr =
TypeManager.getMethodBindPtr("PhysicalBone2D", "get_bone2d_index", 3905245786)
public val setFollowBoneWhenSimulatingPtr: VoidPtr =
TypeManager.getMethodBindPtr("PhysicalBone2D", "set_follow_bone_when_simulating", 2586408642)
public val getFollowBoneWhenSimulatingPtr: VoidPtr =
TypeManager.getMethodBindPtr("PhysicalBone2D", "get_follow_bone_when_simulating", 36873697)
}
}