#ifndef GODOT_CPP_ANIMATIONNODEBLENDSPACE2D_HPP #define GODOT_CPP_ANIMATIONNODEBLENDSPACE2D_HPP #include #include #include #include #include "AnimationNodeBlendSpace2D.hpp" #include "AnimationRootNode.hpp" namespace godot { class AnimationRootNode; class AnimationNodeBlendSpace2D : public AnimationRootNode { struct ___method_bindings { godot_method_bind *mb__add_blend_point; godot_method_bind *mb__get_triangles; godot_method_bind *mb__set_triangles; godot_method_bind *mb__tree_changed; godot_method_bind *mb__update_triangles; godot_method_bind *mb_add_blend_point; godot_method_bind *mb_add_triangle; godot_method_bind *mb_get_auto_triangles; godot_method_bind *mb_get_blend_mode; godot_method_bind *mb_get_blend_point_count; godot_method_bind *mb_get_blend_point_node; godot_method_bind *mb_get_blend_point_position; godot_method_bind *mb_get_max_space; godot_method_bind *mb_get_min_space; godot_method_bind *mb_get_snap; godot_method_bind *mb_get_triangle_count; godot_method_bind *mb_get_triangle_point; godot_method_bind *mb_get_x_label; godot_method_bind *mb_get_y_label; godot_method_bind *mb_remove_blend_point; godot_method_bind *mb_remove_triangle; godot_method_bind *mb_set_auto_triangles; godot_method_bind *mb_set_blend_mode; godot_method_bind *mb_set_blend_point_node; godot_method_bind *mb_set_blend_point_position; godot_method_bind *mb_set_max_space; godot_method_bind *mb_set_min_space; godot_method_bind *mb_set_snap; godot_method_bind *mb_set_x_label; godot_method_bind *mb_set_y_label; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "AnimationNodeBlendSpace2D"; } 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; } // enums enum BlendMode { BLEND_MODE_INTERPOLATED = 0, BLEND_MODE_DISCRETE = 1, BLEND_MODE_DISCRETE_CARRY = 2, }; // constants static AnimationNodeBlendSpace2D *_new(); // methods void _add_blend_point(const int64_t index, const Ref node); PoolIntArray _get_triangles() const; void _set_triangles(const PoolIntArray triangles); void _tree_changed(); void _update_triangles(); void add_blend_point(const Ref node, const Vector2 pos, const int64_t at_index = -1); void add_triangle(const int64_t x, const int64_t y, const int64_t z, const int64_t at_index = -1); bool get_auto_triangles() const; AnimationNodeBlendSpace2D::BlendMode get_blend_mode() const; int64_t get_blend_point_count() const; Ref get_blend_point_node(const int64_t point) const; Vector2 get_blend_point_position(const int64_t point) const; Vector2 get_max_space() const; Vector2 get_min_space() const; Vector2 get_snap() const; int64_t get_triangle_count() const; int64_t get_triangle_point(const int64_t triangle, const int64_t point); String get_x_label() const; String get_y_label() const; void remove_blend_point(const int64_t point); void remove_triangle(const int64_t triangle); void set_auto_triangles(const bool enable); void set_blend_mode(const int64_t mode); void set_blend_point_node(const int64_t point, const Ref node); void set_blend_point_position(const int64_t point, const Vector2 pos); void set_max_space(const Vector2 max_space); void set_min_space(const Vector2 min_space); void set_snap(const Vector2 snap); void set_x_label(const String text); void set_y_label(const String text); }; } #endif