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

53 lines
1.4 KiB
C++

#ifndef GODOT_CPP_PRIMITIVEMESH_HPP
#define GODOT_CPP_PRIMITIVEMESH_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Mesh.hpp"
namespace godot {
class Material;
class PrimitiveMesh : public Mesh {
struct ___method_bindings {
godot_method_bind *mb__update;
godot_method_bind *mb_get_custom_aabb;
godot_method_bind *mb_get_flip_faces;
godot_method_bind *mb_get_material;
godot_method_bind *mb_get_mesh_arrays;
godot_method_bind *mb_set_custom_aabb;
godot_method_bind *mb_set_flip_faces;
godot_method_bind *mb_set_material;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "PrimitiveMesh"; }
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
// methods
void _update() const;
AABB get_custom_aabb() const;
bool get_flip_faces() const;
Ref<Material> get_material() const;
Array get_mesh_arrays() const;
void set_custom_aabb(const AABB aabb);
void set_flip_faces(const bool flip_faces);
void set_material(const Ref<Material> material);
};
}
#endif