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lib + include + Godot dossier
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61
GodoBinding/include/gen/DirectionalLight.hpp
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61
GodoBinding/include/gen/DirectionalLight.hpp
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#ifndef GODOT_CPP_DIRECTIONALLIGHT_HPP
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#define GODOT_CPP_DIRECTIONALLIGHT_HPP
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#include <gdnative_api_struct.gen.h>
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#include <stdint.h>
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#include <core/CoreTypes.hpp>
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#include <core/Ref.hpp>
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#include "DirectionalLight.hpp"
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#include "Light.hpp"
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namespace godot {
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class DirectionalLight : public Light {
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struct ___method_bindings {
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godot_method_bind *mb_get_shadow_depth_range;
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godot_method_bind *mb_get_shadow_mode;
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godot_method_bind *mb_is_blend_splits_enabled;
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godot_method_bind *mb_set_blend_splits;
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godot_method_bind *mb_set_shadow_depth_range;
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godot_method_bind *mb_set_shadow_mode;
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};
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static ___method_bindings ___mb;
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public:
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static void ___init_method_bindings();
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static inline const char *___get_class_name() { return (const char *) "DirectionalLight"; }
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static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (o) ? (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o) : nullptr; }
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// enums
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enum ShadowMode {
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SHADOW_ORTHOGONAL = 0,
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SHADOW_PARALLEL_2_SPLITS = 1,
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SHADOW_PARALLEL_4_SPLITS = 2,
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};
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enum ShadowDepthRange {
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SHADOW_DEPTH_RANGE_STABLE = 0,
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SHADOW_DEPTH_RANGE_OPTIMIZED = 1,
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};
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// constants
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static DirectionalLight *_new();
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// methods
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DirectionalLight::ShadowDepthRange get_shadow_depth_range() const;
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DirectionalLight::ShadowMode get_shadow_mode() const;
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bool is_blend_splits_enabled() const;
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void set_blend_splits(const bool enabled);
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void set_shadow_depth_range(const int64_t mode);
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void set_shadow_mode(const int64_t mode);
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};
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}
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#endif
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