#ifndef GODOT_CPP_GRIDMAP_HPP #define GODOT_CPP_GRIDMAP_HPP #include #include #include #include #include "Spatial.hpp" namespace godot { class MeshLibrary; class Resource; class GridMap : public Spatial { struct ___method_bindings { godot_method_bind *mb__update_octants_callback; godot_method_bind *mb_clear; godot_method_bind *mb_clear_baked_meshes; godot_method_bind *mb_get_bake_mesh_instance; godot_method_bind *mb_get_bake_meshes; godot_method_bind *mb_get_cell_item; godot_method_bind *mb_get_cell_item_orientation; godot_method_bind *mb_get_cell_scale; godot_method_bind *mb_get_cell_size; godot_method_bind *mb_get_center_x; godot_method_bind *mb_get_center_y; godot_method_bind *mb_get_center_z; godot_method_bind *mb_get_collision_layer; godot_method_bind *mb_get_collision_layer_bit; godot_method_bind *mb_get_collision_mask; godot_method_bind *mb_get_collision_mask_bit; godot_method_bind *mb_get_mesh_library; godot_method_bind *mb_get_meshes; godot_method_bind *mb_get_octant_size; godot_method_bind *mb_get_used_cells; godot_method_bind *mb_make_baked_meshes; godot_method_bind *mb_map_to_world; godot_method_bind *mb_resource_changed; godot_method_bind *mb_set_cell_item; godot_method_bind *mb_set_cell_scale; godot_method_bind *mb_set_cell_size; godot_method_bind *mb_set_center_x; godot_method_bind *mb_set_center_y; godot_method_bind *mb_set_center_z; godot_method_bind *mb_set_clip; godot_method_bind *mb_set_collision_layer; godot_method_bind *mb_set_collision_layer_bit; godot_method_bind *mb_set_collision_mask; godot_method_bind *mb_set_collision_mask_bit; godot_method_bind *mb_set_mesh_library; godot_method_bind *mb_set_octant_size; godot_method_bind *mb_world_to_map; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "GridMap"; } 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 // constants const static int INVALID_CELL_ITEM = -1; static GridMap *_new(); // methods void _update_octants_callback(); void clear(); void clear_baked_meshes(); RID get_bake_mesh_instance(const int64_t idx); Array get_bake_meshes(); int64_t get_cell_item(const int64_t x, const int64_t y, const int64_t z) const; int64_t get_cell_item_orientation(const int64_t x, const int64_t y, const int64_t z) const; real_t get_cell_scale() const; Vector3 get_cell_size() const; bool get_center_x() const; bool get_center_y() const; bool get_center_z() const; int64_t get_collision_layer() const; bool get_collision_layer_bit(const int64_t bit) const; int64_t get_collision_mask() const; bool get_collision_mask_bit(const int64_t bit) const; Ref get_mesh_library() const; Array get_meshes(); int64_t get_octant_size() const; Array get_used_cells() const; void make_baked_meshes(const bool gen_lightmap_uv = false, const real_t lightmap_uv_texel_size = 0.1); Vector3 map_to_world(const int64_t x, const int64_t y, const int64_t z) const; void resource_changed(const Ref resource); void set_cell_item(const int64_t x, const int64_t y, const int64_t z, const int64_t item, const int64_t orientation = 0); void set_cell_scale(const real_t scale); void set_cell_size(const Vector3 size); void set_center_x(const bool enable); void set_center_y(const bool enable); void set_center_z(const bool enable); void set_clip(const bool enabled, const bool clipabove = true, const int64_t floor = 0, const int64_t axis = 0); void set_collision_layer(const int64_t layer); void set_collision_layer_bit(const int64_t bit, const bool value); void set_collision_mask(const int64_t mask); void set_collision_mask_bit(const int64_t bit, const bool value); void set_mesh_library(const Ref mesh_library); void set_octant_size(const int64_t size); Vector3 world_to_map(const Vector3 pos) const; }; } #endif