#ifndef GODOT_CPP_CAMERA_HPP #define GODOT_CPP_CAMERA_HPP #include #include #include #include #include "Camera.hpp" #include "Spatial.hpp" namespace godot { class Environment; class Camera : public Spatial { struct ___method_bindings { godot_method_bind *mb_clear_current; godot_method_bind *mb_get_camera_rid; godot_method_bind *mb_get_camera_transform; godot_method_bind *mb_get_cull_mask; godot_method_bind *mb_get_cull_mask_bit; godot_method_bind *mb_get_doppler_tracking; godot_method_bind *mb_get_environment; godot_method_bind *mb_get_fov; godot_method_bind *mb_get_frustum; godot_method_bind *mb_get_frustum_offset; godot_method_bind *mb_get_h_offset; godot_method_bind *mb_get_keep_aspect_mode; godot_method_bind *mb_get_projection; godot_method_bind *mb_get_size; godot_method_bind *mb_get_v_offset; godot_method_bind *mb_get_zfar; godot_method_bind *mb_get_znear; godot_method_bind *mb_is_current; godot_method_bind *mb_is_position_behind; godot_method_bind *mb_make_current; godot_method_bind *mb_project_local_ray_normal; godot_method_bind *mb_project_position; godot_method_bind *mb_project_ray_normal; godot_method_bind *mb_project_ray_origin; godot_method_bind *mb_set_cull_mask; godot_method_bind *mb_set_cull_mask_bit; godot_method_bind *mb_set_current; godot_method_bind *mb_set_doppler_tracking; godot_method_bind *mb_set_environment; godot_method_bind *mb_set_fov; godot_method_bind *mb_set_frustum; godot_method_bind *mb_set_frustum_offset; godot_method_bind *mb_set_h_offset; godot_method_bind *mb_set_keep_aspect_mode; godot_method_bind *mb_set_orthogonal; godot_method_bind *mb_set_perspective; godot_method_bind *mb_set_projection; godot_method_bind *mb_set_size; godot_method_bind *mb_set_v_offset; godot_method_bind *mb_set_zfar; godot_method_bind *mb_set_znear; godot_method_bind *mb_unproject_position; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "Camera"; } 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 KeepAspect { KEEP_WIDTH = 0, KEEP_HEIGHT = 1, }; enum Projection { PROJECTION_PERSPECTIVE = 0, PROJECTION_ORTHOGONAL = 1, PROJECTION_FRUSTUM = 2, }; enum DopplerTracking { DOPPLER_TRACKING_DISABLED = 0, DOPPLER_TRACKING_IDLE_STEP = 1, DOPPLER_TRACKING_PHYSICS_STEP = 2, }; // constants static Camera *_new(); // methods void clear_current(const bool enable_next = true); RID get_camera_rid() const; Transform get_camera_transform() const; int64_t get_cull_mask() const; bool get_cull_mask_bit(const int64_t layer) const; Camera::DopplerTracking get_doppler_tracking() const; Ref get_environment() const; real_t get_fov() const; Array get_frustum() const; Vector2 get_frustum_offset() const; real_t get_h_offset() const; Camera::KeepAspect get_keep_aspect_mode() const; Camera::Projection get_projection() const; real_t get_size() const; real_t get_v_offset() const; real_t get_zfar() const; real_t get_znear() const; bool is_current() const; bool is_position_behind(const Vector3 world_point) const; void make_current(); Vector3 project_local_ray_normal(const Vector2 screen_point) const; Vector3 project_position(const Vector2 screen_point, const real_t z_depth) const; Vector3 project_ray_normal(const Vector2 screen_point) const; Vector3 project_ray_origin(const Vector2 screen_point) const; void set_cull_mask(const int64_t mask); void set_cull_mask_bit(const int64_t layer, const bool enable); void set_current(const bool arg0); void set_doppler_tracking(const int64_t mode); void set_environment(const Ref env); void set_fov(const real_t arg0); void set_frustum(const real_t size, const Vector2 offset, const real_t z_near, const real_t z_far); void set_frustum_offset(const Vector2 arg0); void set_h_offset(const real_t ofs); void set_keep_aspect_mode(const int64_t mode); void set_orthogonal(const real_t size, const real_t z_near, const real_t z_far); void set_perspective(const real_t fov, const real_t z_near, const real_t z_far); void set_projection(const int64_t arg0); void set_size(const real_t arg0); void set_v_offset(const real_t ofs); void set_zfar(const real_t arg0); void set_znear(const real_t arg0); Vector2 unproject_position(const Vector3 world_point) const; }; } #endif