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

139 lines
4.6 KiB
C++

#ifndef GODOT_CPP_CAMERA_HPP
#define GODOT_CPP_CAMERA_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#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<Environment> 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<Environment> 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