#ifndef GODOT_CPP_NOISETEXTURE_HPP #define GODOT_CPP_NOISETEXTURE_HPP #include #include #include #include #include "Texture.hpp" namespace godot { class Image; class OpenSimplexNoise; class NoiseTexture : public Texture { struct ___method_bindings { godot_method_bind *mb__generate_texture; godot_method_bind *mb__queue_update; godot_method_bind *mb__thread_done; godot_method_bind *mb__update_texture; godot_method_bind *mb_get_bump_strength; godot_method_bind *mb_get_noise; godot_method_bind *mb_get_seamless; godot_method_bind *mb_is_normalmap; godot_method_bind *mb_set_as_normalmap; godot_method_bind *mb_set_bump_strength; godot_method_bind *mb_set_height; godot_method_bind *mb_set_noise; godot_method_bind *mb_set_seamless; godot_method_bind *mb_set_width; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "NoiseTexture"; } 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 static NoiseTexture *_new(); // methods Ref _generate_texture(); void _queue_update(); void _thread_done(const Ref image); void _update_texture(); real_t get_bump_strength(); Ref get_noise(); bool get_seamless(); bool is_normalmap(); void set_as_normalmap(const bool as_normalmap); void set_bump_strength(const real_t bump_strength); void set_height(const int64_t height); void set_noise(const Ref noise); void set_seamless(const bool seamless); void set_width(const int64_t width); }; } #endif