#ifndef GODOT_CPP_PRISMMESH_HPP #define GODOT_CPP_PRISMMESH_HPP #include #include #include #include #include "PrimitiveMesh.hpp" namespace godot { class PrismMesh : public PrimitiveMesh { struct ___method_bindings { godot_method_bind *mb_get_left_to_right; godot_method_bind *mb_get_size; godot_method_bind *mb_get_subdivide_depth; godot_method_bind *mb_get_subdivide_height; godot_method_bind *mb_get_subdivide_width; godot_method_bind *mb_set_left_to_right; godot_method_bind *mb_set_size; godot_method_bind *mb_set_subdivide_depth; godot_method_bind *mb_set_subdivide_height; godot_method_bind *mb_set_subdivide_width; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "PrismMesh"; } 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 PrismMesh *_new(); // methods real_t get_left_to_right() const; Vector3 get_size() const; int64_t get_subdivide_depth() const; int64_t get_subdivide_height() const; int64_t get_subdivide_width() const; void set_left_to_right(const real_t left_to_right); void set_size(const Vector3 size); void set_subdivide_depth(const int64_t segments); void set_subdivide_height(const int64_t segments); void set_subdivide_width(const int64_t segments); }; } #endif