Files
godot-cpp/include/gen/PhysicsShapeQueryResult.hpp
karroffel e9517a7b3b implemented instance binding data usage
This commit changes the way C++ wrapper classes work.
Previously, wrapper classes were merely wrapper *interfaces*.
They used the `this` pointer to store the actual foreign Godot
Object.

With the NativeScript 1.1 extension it is now possible to have
low-overhead language binding data attached to Objects.

The C++ bindings use that feature to implement *proper* wrappers
and enable regular C++ inheritance usage that way.

Some things might still be buggy and untested, but the C++
SimpleDemo works with those changes.
2018-07-25 14:06:08 +02:00

39 lines
1.0 KiB
C++

#ifndef GODOT_CPP_PHYSICSSHAPEQUERYRESULT_HPP
#define GODOT_CPP_PHYSICSSHAPEQUERYRESULT_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include <Reference.hpp>
namespace godot {
class Object;
class PhysicsShapeQueryResult : public Reference {
public:
static void *___get_type_tag();
static void *___get_base_type_tag();
static inline const char *___get_class_name() { return (const char *) "PhysicsShapeQueryResult"; }
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
// methods
int64_t get_result_count() const;
RID get_result_rid(const int64_t idx) const;
int64_t get_result_object_id(const int64_t idx) const;
Object *get_result_object(const int64_t idx) const;
int64_t get_result_object_shape(const int64_t idx) const;
};
}
#endif