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

69 lines
1.8 KiB
C++

#ifndef GODOT_CPP_NOISETEXTURE_HPP
#define GODOT_CPP_NOISETEXTURE_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Texture.hpp"
namespace godot {
class Image;
class OpenSimplexNoise;
class NoiseTexture : public Texture {
struct ___method_bindings {
godot_method_bind *mb__generate_texture;
godot_method_bind *mb__queue_update;
godot_method_bind *mb__thread_done;
godot_method_bind *mb__update_texture;
godot_method_bind *mb_get_bump_strength;
godot_method_bind *mb_get_noise;
godot_method_bind *mb_get_seamless;
godot_method_bind *mb_is_normalmap;
godot_method_bind *mb_set_as_normalmap;
godot_method_bind *mb_set_bump_strength;
godot_method_bind *mb_set_height;
godot_method_bind *mb_set_noise;
godot_method_bind *mb_set_seamless;
godot_method_bind *mb_set_width;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "NoiseTexture"; }
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 NoiseTexture *_new();
// methods
Ref<Image> _generate_texture();
void _queue_update();
void _thread_done(const Ref<Image> image);
void _update_texture();
real_t get_bump_strength();
Ref<OpenSimplexNoise> get_noise();
bool get_seamless();
bool is_normalmap();
void set_as_normalmap(const bool as_normalmap);
void set_bump_strength(const real_t bump_strength);
void set_height(const int64_t height);
void set_noise(const Ref<OpenSimplexNoise> noise);
void set_seamless(const bool seamless);
void set_width(const int64_t width);
};
}
#endif