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

116 lines
4.1 KiB
C++

#ifndef GODOT_CPP_GRIDMAP_HPP
#define GODOT_CPP_GRIDMAP_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Spatial.hpp"
namespace godot {
class MeshLibrary;
class Resource;
class GridMap : public Spatial {
struct ___method_bindings {
godot_method_bind *mb__update_octants_callback;
godot_method_bind *mb_clear;
godot_method_bind *mb_clear_baked_meshes;
godot_method_bind *mb_get_bake_mesh_instance;
godot_method_bind *mb_get_bake_meshes;
godot_method_bind *mb_get_cell_item;
godot_method_bind *mb_get_cell_item_orientation;
godot_method_bind *mb_get_cell_scale;
godot_method_bind *mb_get_cell_size;
godot_method_bind *mb_get_center_x;
godot_method_bind *mb_get_center_y;
godot_method_bind *mb_get_center_z;
godot_method_bind *mb_get_collision_layer;
godot_method_bind *mb_get_collision_layer_bit;
godot_method_bind *mb_get_collision_mask;
godot_method_bind *mb_get_collision_mask_bit;
godot_method_bind *mb_get_mesh_library;
godot_method_bind *mb_get_meshes;
godot_method_bind *mb_get_octant_size;
godot_method_bind *mb_get_used_cells;
godot_method_bind *mb_make_baked_meshes;
godot_method_bind *mb_map_to_world;
godot_method_bind *mb_resource_changed;
godot_method_bind *mb_set_cell_item;
godot_method_bind *mb_set_cell_scale;
godot_method_bind *mb_set_cell_size;
godot_method_bind *mb_set_center_x;
godot_method_bind *mb_set_center_y;
godot_method_bind *mb_set_center_z;
godot_method_bind *mb_set_clip;
godot_method_bind *mb_set_collision_layer;
godot_method_bind *mb_set_collision_layer_bit;
godot_method_bind *mb_set_collision_mask;
godot_method_bind *mb_set_collision_mask_bit;
godot_method_bind *mb_set_mesh_library;
godot_method_bind *mb_set_octant_size;
godot_method_bind *mb_world_to_map;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "GridMap"; }
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
const static int INVALID_CELL_ITEM = -1;
static GridMap *_new();
// methods
void _update_octants_callback();
void clear();
void clear_baked_meshes();
RID get_bake_mesh_instance(const int64_t idx);
Array get_bake_meshes();
int64_t get_cell_item(const int64_t x, const int64_t y, const int64_t z) const;
int64_t get_cell_item_orientation(const int64_t x, const int64_t y, const int64_t z) const;
real_t get_cell_scale() const;
Vector3 get_cell_size() const;
bool get_center_x() const;
bool get_center_y() const;
bool get_center_z() const;
int64_t get_collision_layer() const;
bool get_collision_layer_bit(const int64_t bit) const;
int64_t get_collision_mask() const;
bool get_collision_mask_bit(const int64_t bit) const;
Ref<MeshLibrary> get_mesh_library() const;
Array get_meshes();
int64_t get_octant_size() const;
Array get_used_cells() const;
void make_baked_meshes(const bool gen_lightmap_uv = false, const real_t lightmap_uv_texel_size = 0.1);
Vector3 map_to_world(const int64_t x, const int64_t y, const int64_t z) const;
void resource_changed(const Ref<Resource> resource);
void set_cell_item(const int64_t x, const int64_t y, const int64_t z, const int64_t item, const int64_t orientation = 0);
void set_cell_scale(const real_t scale);
void set_cell_size(const Vector3 size);
void set_center_x(const bool enable);
void set_center_y(const bool enable);
void set_center_z(const bool enable);
void set_clip(const bool enabled, const bool clipabove = true, const int64_t floor = 0, const int64_t axis = 0);
void set_collision_layer(const int64_t layer);
void set_collision_layer_bit(const int64_t bit, const bool value);
void set_collision_mask(const int64_t mask);
void set_collision_mask_bit(const int64_t bit, const bool value);
void set_mesh_library(const Ref<MeshLibrary> mesh_library);
void set_octant_size(const int64_t size);
Vector3 world_to_map(const Vector3 pos) const;
};
}
#endif