text: #include "RayCast.hpp"
  
  
  #include <core/GodotGlobal.hpp>
  #include <core/CoreTypes.hpp>
  #include <core/Ref.hpp>
  #include <core/Godot.hpp>
  
  #include "__icalls.hpp"
  
  
  #include "Object.hpp"
  
  
  namespace godot {
  
  
  RayCast::___method_bindings RayCast::___mb = {};
  
  void RayCast::___init_method_bindings() {
  	___mb.mb_add_exception = godot::api->godot_method_bind_get_method("RayCast", "add_exception");
  	___mb.mb_add_exception_rid = godot::api->godot_method_bind_get_method("RayCast", "add_exception_rid");
  	___mb.mb_clear_exceptions = godot::api->godot_method_bind_get_method("RayCast", "clear_exceptions");
  	___mb.mb_force_raycast_update = godot::api->godot_method_bind_get_method("RayCast", "force_raycast_update");
  	___mb.mb_get_cast_to = godot::api->godot_method_bind_get_method("RayCast", "get_cast_to");
  	___mb.mb_get_collider = godot::api->godot_method_bind_get_method("RayCast", "get_collider");
  	___mb.mb_get_collider_shape = godot::api->godot_method_bind_get_method("RayCast", "get_collider_shape");
  	___mb.mb_get_collision_mask = godot::api->godot_method_bind_get_method("RayCast", "get_collision_mask");
  	___mb.mb_get_collision_mask_bit = godot::api->godot_method_bind_get_method("RayCast", "get_collision_mask_bit");
  	___mb.mb_get_collision_normal = godot::api->godot_method_bind_get_method("RayCast", "get_collision_normal");
  	___mb.mb_get_collision_point = godot::api->godot_method_bind_get_method("RayCast", "get_collision_point");
  	___mb.mb_get_exclude_parent_body = godot::api->godot_method_bind_get_method("RayCast", "get_exclude_parent_body");
  	___mb.mb_is_collide_with_areas_enabled = godot::api->godot_method_bind_get_method("RayCast", "is_collide_with_areas_enabled");
  	___mb.mb_is_collide_with_bodies_enabled = godot::api->godot_method_bind_get_method("RayCast", "is_collide_with_bodies_enabled");
  	___mb.mb_is_colliding = godot::api->godot_method_bind_get_method("RayCast", "is_colliding");
  	___mb.mb_is_enabled = godot::api->godot_method_bind_get_method("RayCast", "is_enabled");
  	___mb.mb_remove_exception = godot::api->godot_method_bind_get_method("RayCast", "remove_exception");
  	___mb.mb_remove_exception_rid = godot::api->godot_method_bind_get_method("RayCast", "remove_exception_rid");
  	___mb.mb_set_cast_to = godot::api->godot_method_bind_get_method("RayCast", "set_cast_to");
  	___mb.mb_set_collide_with_areas = godot::api->godot_method_bind_get_method("RayCast", "set_collide_with_areas");
  	___mb.mb_set_collide_with_bodies = godot::api->godot_method_bind_get_method("RayCast", "set_collide_with_bodies");
  	___mb.mb_set_collision_mask = godot::api->godot_method_bind_get_method("RayCast", "set_collision_mask");
  	___mb.mb_set_collision_mask_bit = godot::api->godot_method_bind_get_method("RayCast", "set_collision_mask_bit");
  	___mb.mb_set_enabled = godot::api->godot_method_bind_get_method("RayCast", "set_enabled");
  	___mb.mb_set_exclude_parent_body = godot::api->godot_method_bind_get_method("RayCast", "set_exclude_parent_body");
  }
  
  RayCast *RayCast::_new()
  {
  	return (RayCast *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, godot::api->godot_get_class_constructor((char *)"RayCast")());
  }
  void RayCast::add_exception(const Object *node) {
  	___godot_icall_void_Object(___mb.mb_add_exception, (const Object *) this, node);
  }
  
  void RayCast::add_exception_rid(const RID rid) {
  	___godot_icall_void_RID(___mb.mb_add_exception_rid, (const Object *) this, rid);
  }
  
  void RayCast::clear_exceptions() {
  	___godot_icall_void(___mb.mb_clear_exceptions, (const Object *) this);
  }
  
  void RayCast::force_raycast_update() {
  	___godot_icall_void(___mb.mb_force_raycast_update, (const Object *) this);
  }
  
  Vector3 RayCast::get_cast_to() const {
  	return ___godot_icall_Vector3(___mb.mb_get_cast_to, (const Object *) this);
  }
  
  Object *RayCast::get_collider() const {
  	return (Object *) ___godot_icall_Object(___mb.mb_get_collider, (const Object *) this);
  }
  
  int64_t RayCast::get_collider_shape() const {
  	return ___godot_icall_int(___mb.mb_get_collider_shape, (const Object *) this);
  }
  
  int64_t RayCast::get_collision_mask() const {
  	return ___godot_icall_int(___mb.mb_get_collision_mask, (const Object *) this);
  }
  
  bool RayCast::get_collision_mask_bit(const int64_t bit) const {
  	return ___godot_icall_bool_int(___mb.mb_get_collision_mask_bit, (const Object *) this, bit);
  }
  
  Vector3 RayCast::get_collision_normal() const {
  	return ___godot_icall_Vector3(___mb.mb_get_collision_normal, (const Object *) this);
  }
  
  Vector3 RayCast::get_collision_point() const {
  	return ___godot_icall_Vector3(___mb.mb_get_collision_point, (const Object *) this);
  }
  
  bool RayCast::get_exclude_parent_body() const {
  	return ___godot_icall_bool(___mb.mb_get_exclude_parent_body, (const Object *) this);
  }
  
  bool RayCast::is_collide_with_areas_enabled() const {
  	return ___godot_icall_bool(___mb.mb_is_collide_with_areas_enabled, (const Object *) this);
  }
  
  bool RayCast::is_collide_with_bodies_enabled() const {
  	return ___godot_icall_bool(___mb.mb_is_collide_with_bodies_enabled, (const Object *) this);
  }
  
  bool RayCast::is_colliding() const {
  	return ___godot_icall_bool(___mb.mb_is_colliding, (const Object *) this);
  }
  
  bool RayCast::is_enabled() const {
  	return ___godot_icall_bool(___mb.mb_is_enabled, (const Object *) this);
  }
  
  void RayCast::remove_exception(const Object *node) {
  	___godot_icall_void_Object(___mb.mb_remove_exception, (const Object *) this, node);
  }
  
  void RayCast::remove_exception_rid(const RID rid) {
  	___godot_icall_void_RID(___mb.mb_remove_exception_rid, (const Object *) this, rid);
  }
  
  void RayCast::set_cast_to(const Vector3 local_point) {
  	___godot_icall_void_Vector3(___mb.mb_set_cast_to, (const Object *) this, local_point);
  }
  
  void RayCast::set_collide_with_areas(const bool enable) {
  	___godot_icall_void_bool(___mb.mb_set_collide_with_areas, (const Object *) this, enable);
  }
  
  void RayCast::set_collide_with_bodies(const bool enable) {
  	___godot_icall_void_bool(___mb.mb_set_collide_with_bodies, (const Object *) this, enable);
  }
  
  void RayCast::set_collision_mask(const int64_t mask) {
  	___godot_icall_void_int(___mb.mb_set_collision_mask, (const Object *) this, mask);
  }
  
  void RayCast::set_collision_mask_bit(const int64_t bit, const bool value) {
  	___godot_icall_void_int_bool(___mb.mb_set_collision_mask_bit, (const Object *) this, bit, value);
  }
  
  void RayCast::set_enabled(const bool enabled) {
  	___godot_icall_void_bool(___mb.mb_set_enabled, (const Object *) this, enabled);
  }
  
  void RayCast::set_exclude_parent_body(const bool mask) {
  	___godot_icall_void_bool(___mb.mb_set_exclude_parent_body, (const Object *) this, mask);
  }
  
  }