dungeonanddeamon/GodoBinding/include/gen/MeshInstance2D.hpp
2020-03-25 11:29:52 +01:00

53 lines
1.3 KiB
C++

#ifndef GODOT_CPP_MESHINSTANCE2D_HPP
#define GODOT_CPP_MESHINSTANCE2D_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Node2D.hpp"
namespace godot {
class Mesh;
class Texture;
class MeshInstance2D : public Node2D {
struct ___method_bindings {
godot_method_bind *mb_get_mesh;
godot_method_bind *mb_get_normal_map;
godot_method_bind *mb_get_texture;
godot_method_bind *mb_set_mesh;
godot_method_bind *mb_set_normal_map;
godot_method_bind *mb_set_texture;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "MeshInstance2D"; }
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 MeshInstance2D *_new();
// methods
Ref<Mesh> get_mesh() const;
Ref<Texture> get_normal_map() const;
Ref<Texture> get_texture() const;
void set_mesh(const Ref<Mesh> mesh);
void set_normal_map(const Ref<Texture> normal_map);
void set_texture(const Ref<Texture> texture);
};
}
#endif