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lib + include + Godot dossier
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115
GodoBinding/include/gen/Mesh.hpp
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115
GodoBinding/include/gen/Mesh.hpp
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#ifndef GODOT_CPP_MESH_HPP
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#define GODOT_CPP_MESH_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 "Resource.hpp"
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namespace godot {
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class Shape;
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class Mesh;
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class TriangleMesh;
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class Material;
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class Mesh : public Resource {
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struct ___method_bindings {
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godot_method_bind *mb_create_convex_shape;
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godot_method_bind *mb_create_outline;
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godot_method_bind *mb_create_trimesh_shape;
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godot_method_bind *mb_generate_triangle_mesh;
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godot_method_bind *mb_get_aabb;
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godot_method_bind *mb_get_faces;
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godot_method_bind *mb_get_lightmap_size_hint;
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godot_method_bind *mb_get_surface_count;
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godot_method_bind *mb_set_lightmap_size_hint;
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godot_method_bind *mb_surface_get_arrays;
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godot_method_bind *mb_surface_get_blend_shape_arrays;
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godot_method_bind *mb_surface_get_material;
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godot_method_bind *mb_surface_set_material;
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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 *) "Mesh"; }
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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 BlendShapeMode {
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BLEND_SHAPE_MODE_NORMALIZED = 0,
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BLEND_SHAPE_MODE_RELATIVE = 1,
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};
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enum PrimitiveType {
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PRIMITIVE_POINTS = 0,
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PRIMITIVE_LINES = 1,
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PRIMITIVE_LINE_STRIP = 2,
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PRIMITIVE_LINE_LOOP = 3,
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PRIMITIVE_TRIANGLES = 4,
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PRIMITIVE_TRIANGLE_STRIP = 5,
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PRIMITIVE_TRIANGLE_FAN = 6,
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};
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enum ArrayFormat {
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ARRAY_FORMAT_VERTEX = 1,
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ARRAY_FORMAT_NORMAL = 2,
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ARRAY_FORMAT_TANGENT = 4,
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ARRAY_FORMAT_COLOR = 8,
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ARRAY_COMPRESS_BASE = 9,
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ARRAY_FORMAT_TEX_UV = 16,
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ARRAY_FORMAT_TEX_UV2 = 32,
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ARRAY_FORMAT_BONES = 64,
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ARRAY_FORMAT_WEIGHTS = 128,
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ARRAY_FORMAT_INDEX = 256,
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ARRAY_COMPRESS_VERTEX = 512,
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ARRAY_COMPRESS_NORMAL = 1024,
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ARRAY_COMPRESS_TANGENT = 2048,
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ARRAY_COMPRESS_COLOR = 4096,
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ARRAY_COMPRESS_TEX_UV = 8192,
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ARRAY_COMPRESS_TEX_UV2 = 16384,
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ARRAY_COMPRESS_BONES = 32768,
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ARRAY_COMPRESS_WEIGHTS = 65536,
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ARRAY_COMPRESS_DEFAULT = 97280,
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ARRAY_COMPRESS_INDEX = 131072,
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ARRAY_FLAG_USE_2D_VERTICES = 262144,
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ARRAY_FLAG_USE_16_BIT_BONES = 524288,
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};
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enum ArrayType {
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ARRAY_VERTEX = 0,
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ARRAY_NORMAL = 1,
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ARRAY_TANGENT = 2,
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ARRAY_COLOR = 3,
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ARRAY_TEX_UV = 4,
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ARRAY_TEX_UV2 = 5,
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ARRAY_BONES = 6,
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ARRAY_WEIGHTS = 7,
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ARRAY_INDEX = 8,
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ARRAY_MAX = 9,
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};
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// constants
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// methods
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Ref<Shape> create_convex_shape() const;
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Ref<Mesh> create_outline(const real_t margin) const;
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Ref<Shape> create_trimesh_shape() const;
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Ref<TriangleMesh> generate_triangle_mesh() const;
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AABB get_aabb() const;
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PoolVector3Array get_faces() const;
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Vector2 get_lightmap_size_hint() const;
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int64_t get_surface_count() const;
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void set_lightmap_size_hint(const Vector2 size);
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Array surface_get_arrays(const int64_t surf_idx) const;
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Array surface_get_blend_shape_arrays(const int64_t surf_idx) const;
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Ref<Material> surface_get_material(const int64_t surf_idx) const;
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void surface_set_material(const int64_t surf_idx, const Ref<Material> material);
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};
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}
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#endif
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