#ifndef GODOT_CPP_CURVE3D_HPP #define GODOT_CPP_CURVE3D_HPP #include #include #include #include #include "Resource.hpp" namespace godot { class Curve3D : public Resource { struct ___method_bindings { godot_method_bind *mb__get_data; godot_method_bind *mb__set_data; godot_method_bind *mb_add_point; godot_method_bind *mb_clear_points; godot_method_bind *mb_get_bake_interval; godot_method_bind *mb_get_baked_length; godot_method_bind *mb_get_baked_points; godot_method_bind *mb_get_baked_tilts; godot_method_bind *mb_get_baked_up_vectors; godot_method_bind *mb_get_closest_offset; godot_method_bind *mb_get_closest_point; godot_method_bind *mb_get_point_count; godot_method_bind *mb_get_point_in; godot_method_bind *mb_get_point_out; godot_method_bind *mb_get_point_position; godot_method_bind *mb_get_point_tilt; godot_method_bind *mb_interpolate; godot_method_bind *mb_interpolate_baked; godot_method_bind *mb_interpolate_baked_up_vector; godot_method_bind *mb_interpolatef; godot_method_bind *mb_is_up_vector_enabled; godot_method_bind *mb_remove_point; godot_method_bind *mb_set_bake_interval; godot_method_bind *mb_set_point_in; godot_method_bind *mb_set_point_out; godot_method_bind *mb_set_point_position; godot_method_bind *mb_set_point_tilt; godot_method_bind *mb_set_up_vector_enabled; godot_method_bind *mb_tessellate; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "Curve3D"; } 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 Curve3D *_new(); // methods Dictionary _get_data() const; void _set_data(const Dictionary arg0); void add_point(const Vector3 position, const Vector3 in = Vector3(0, 0, 0), const Vector3 out = Vector3(0, 0, 0), const int64_t at_position = -1); void clear_points(); real_t get_bake_interval() const; real_t get_baked_length() const; PoolVector3Array get_baked_points() const; PoolRealArray get_baked_tilts() const; PoolVector3Array get_baked_up_vectors() const; real_t get_closest_offset(const Vector3 to_point) const; Vector3 get_closest_point(const Vector3 to_point) const; int64_t get_point_count() const; Vector3 get_point_in(const int64_t idx) const; Vector3 get_point_out(const int64_t idx) const; Vector3 get_point_position(const int64_t idx) const; real_t get_point_tilt(const int64_t idx) const; Vector3 interpolate(const int64_t idx, const real_t t) const; Vector3 interpolate_baked(const real_t offset, const bool cubic = false) const; Vector3 interpolate_baked_up_vector(const real_t offset, const bool apply_tilt = false) const; Vector3 interpolatef(const real_t fofs) const; bool is_up_vector_enabled() const; void remove_point(const int64_t idx); void set_bake_interval(const real_t distance); void set_point_in(const int64_t idx, const Vector3 position); void set_point_out(const int64_t idx, const Vector3 position); void set_point_position(const int64_t idx, const Vector3 position); void set_point_tilt(const int64_t idx, const real_t tilt); void set_up_vector_enabled(const bool enable); PoolVector3Array tessellate(const int64_t max_stages = 5, const real_t tolerance_degrees = 4) const; }; } #endif