dungeonanddeamon/GodoBinding/include/gen/Geometry.hpp
2020-03-25 11:29:52 +01:00

136 lines
6.4 KiB
C++

#ifndef GODOT_CPP_GEOMETRY_HPP
#define GODOT_CPP_GEOMETRY_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Object.hpp"
namespace godot {
class Geometry : public Object {
static Geometry *_singleton;
Geometry();
struct ___method_bindings {
godot_method_bind *mb_build_box_planes;
godot_method_bind *mb_build_capsule_planes;
godot_method_bind *mb_build_cylinder_planes;
godot_method_bind *mb_clip_polygon;
godot_method_bind *mb_clip_polygons_2d;
godot_method_bind *mb_clip_polyline_with_polygon_2d;
godot_method_bind *mb_convex_hull_2d;
godot_method_bind *mb_exclude_polygons_2d;
godot_method_bind *mb_get_closest_point_to_segment;
godot_method_bind *mb_get_closest_point_to_segment_2d;
godot_method_bind *mb_get_closest_point_to_segment_uncapped;
godot_method_bind *mb_get_closest_point_to_segment_uncapped_2d;
godot_method_bind *mb_get_closest_points_between_segments;
godot_method_bind *mb_get_closest_points_between_segments_2d;
godot_method_bind *mb_get_uv84_normal_bit;
godot_method_bind *mb_intersect_polygons_2d;
godot_method_bind *mb_intersect_polyline_with_polygon_2d;
godot_method_bind *mb_is_point_in_circle;
godot_method_bind *mb_is_point_in_polygon;
godot_method_bind *mb_is_polygon_clockwise;
godot_method_bind *mb_line_intersects_line_2d;
godot_method_bind *mb_make_atlas;
godot_method_bind *mb_merge_polygons_2d;
godot_method_bind *mb_offset_polygon_2d;
godot_method_bind *mb_offset_polyline_2d;
godot_method_bind *mb_point_is_inside_triangle;
godot_method_bind *mb_ray_intersects_triangle;
godot_method_bind *mb_segment_intersects_circle;
godot_method_bind *mb_segment_intersects_convex;
godot_method_bind *mb_segment_intersects_cylinder;
godot_method_bind *mb_segment_intersects_segment_2d;
godot_method_bind *mb_segment_intersects_sphere;
godot_method_bind *mb_segment_intersects_triangle;
godot_method_bind *mb_triangulate_delaunay_2d;
godot_method_bind *mb_triangulate_polygon;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline Geometry *get_singleton()
{
if (!Geometry::_singleton) {
Geometry::_singleton = new Geometry;
}
return Geometry::_singleton;
}
static inline const char *___get_class_name() { return (const char *) "Geometry"; }
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 PolyEndType {
END_POLYGON = 0,
END_JOINED = 1,
END_BUTT = 2,
END_SQUARE = 3,
END_ROUND = 4,
};
enum PolyBooleanOperation {
OPERATION_UNION = 0,
OPERATION_DIFFERENCE = 1,
OPERATION_INTERSECTION = 2,
OPERATION_XOR = 3,
};
enum PolyJoinType {
JOIN_SQUARE = 0,
JOIN_ROUND = 1,
JOIN_MITER = 2,
};
// constants
// methods
Array build_box_planes(const Vector3 extents);
Array build_capsule_planes(const real_t radius, const real_t height, const int64_t sides, const int64_t lats, const int64_t axis = 2);
Array build_cylinder_planes(const real_t radius, const real_t height, const int64_t sides, const int64_t axis = 2);
PoolVector3Array clip_polygon(const PoolVector3Array points, const Plane plane);
Array clip_polygons_2d(const PoolVector2Array polygon_a, const PoolVector2Array polygon_b);
Array clip_polyline_with_polygon_2d(const PoolVector2Array polyline, const PoolVector2Array polygon);
PoolVector2Array convex_hull_2d(const PoolVector2Array points);
Array exclude_polygons_2d(const PoolVector2Array polygon_a, const PoolVector2Array polygon_b);
Vector3 get_closest_point_to_segment(const Vector3 point, const Vector3 s1, const Vector3 s2);
Vector2 get_closest_point_to_segment_2d(const Vector2 point, const Vector2 s1, const Vector2 s2);
Vector3 get_closest_point_to_segment_uncapped(const Vector3 point, const Vector3 s1, const Vector3 s2);
Vector2 get_closest_point_to_segment_uncapped_2d(const Vector2 point, const Vector2 s1, const Vector2 s2);
PoolVector3Array get_closest_points_between_segments(const Vector3 p1, const Vector3 p2, const Vector3 q1, const Vector3 q2);
PoolVector2Array get_closest_points_between_segments_2d(const Vector2 p1, const Vector2 q1, const Vector2 p2, const Vector2 q2);
int64_t get_uv84_normal_bit(const Vector3 normal);
Array intersect_polygons_2d(const PoolVector2Array polygon_a, const PoolVector2Array polygon_b);
Array intersect_polyline_with_polygon_2d(const PoolVector2Array polyline, const PoolVector2Array polygon);
bool is_point_in_circle(const Vector2 point, const Vector2 circle_position, const real_t circle_radius);
bool is_point_in_polygon(const Vector2 point, const PoolVector2Array polygon);
bool is_polygon_clockwise(const PoolVector2Array polygon);
Variant line_intersects_line_2d(const Vector2 from_a, const Vector2 dir_a, const Vector2 from_b, const Vector2 dir_b);
Dictionary make_atlas(const PoolVector2Array sizes);
Array merge_polygons_2d(const PoolVector2Array polygon_a, const PoolVector2Array polygon_b);
Array offset_polygon_2d(const PoolVector2Array polygon, const real_t delta, const int64_t join_type = 0);
Array offset_polyline_2d(const PoolVector2Array polyline, const real_t delta, const int64_t join_type = 0, const int64_t end_type = 3);
bool point_is_inside_triangle(const Vector2 point, const Vector2 a, const Vector2 b, const Vector2 c) const;
Variant ray_intersects_triangle(const Vector3 from, const Vector3 dir, const Vector3 a, const Vector3 b, const Vector3 c);
real_t segment_intersects_circle(const Vector2 segment_from, const Vector2 segment_to, const Vector2 circle_position, const real_t circle_radius);
PoolVector3Array segment_intersects_convex(const Vector3 from, const Vector3 to, const Array planes);
PoolVector3Array segment_intersects_cylinder(const Vector3 from, const Vector3 to, const real_t height, const real_t radius);
Variant segment_intersects_segment_2d(const Vector2 from_a, const Vector2 to_a, const Vector2 from_b, const Vector2 to_b);
PoolVector3Array segment_intersects_sphere(const Vector3 from, const Vector3 to, const Vector3 sphere_position, const real_t sphere_radius);
Variant segment_intersects_triangle(const Vector3 from, const Vector3 to, const Vector3 a, const Vector3 b, const Vector3 c);
PoolIntArray triangulate_delaunay_2d(const PoolVector2Array points);
PoolIntArray triangulate_polygon(const PoolVector2Array polygon);
};
}
#endif