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

88 lines
2.9 KiB
C++

#ifndef GODOT_CPP_SURFACETOOL_HPP
#define GODOT_CPP_SURFACETOOL_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "Reference.hpp"
namespace godot {
class Mesh;
class ArrayMesh;
class Material;
class SurfaceTool : public Reference {
struct ___method_bindings {
godot_method_bind *mb_add_bones;
godot_method_bind *mb_add_color;
godot_method_bind *mb_add_index;
godot_method_bind *mb_add_normal;
godot_method_bind *mb_add_smooth_group;
godot_method_bind *mb_add_tangent;
godot_method_bind *mb_add_triangle_fan;
godot_method_bind *mb_add_uv;
godot_method_bind *mb_add_uv2;
godot_method_bind *mb_add_vertex;
godot_method_bind *mb_add_weights;
godot_method_bind *mb_append_from;
godot_method_bind *mb_begin;
godot_method_bind *mb_clear;
godot_method_bind *mb_commit;
godot_method_bind *mb_commit_to_arrays;
godot_method_bind *mb_create_from;
godot_method_bind *mb_create_from_blend_shape;
godot_method_bind *mb_deindex;
godot_method_bind *mb_generate_normals;
godot_method_bind *mb_generate_tangents;
godot_method_bind *mb_index;
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 *) "SurfaceTool"; }
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 SurfaceTool *_new();
// methods
void add_bones(const PoolIntArray bones);
void add_color(const Color color);
void add_index(const int64_t index);
void add_normal(const Vector3 normal);
void add_smooth_group(const bool smooth);
void add_tangent(const Plane tangent);
void add_triangle_fan(const PoolVector3Array vertices, const PoolVector2Array uvs = PoolVector2Array(), const PoolColorArray colors = PoolColorArray(), const PoolVector2Array uv2s = PoolVector2Array(), const PoolVector3Array normals = PoolVector3Array(), const Array tangents = Array());
void add_uv(const Vector2 uv);
void add_uv2(const Vector2 uv2);
void add_vertex(const Vector3 vertex);
void add_weights(const PoolRealArray weights);
void append_from(const Ref<Mesh> existing, const int64_t surface, const Transform transform);
void begin(const int64_t primitive);
void clear();
Ref<ArrayMesh> commit(const Ref<ArrayMesh> existing = nullptr, const int64_t flags = 97280);
Array commit_to_arrays();
void create_from(const Ref<Mesh> existing, const int64_t surface);
void create_from_blend_shape(const Ref<Mesh> existing, const int64_t surface, const String blend_shape);
void deindex();
void generate_normals(const bool flip = false);
void generate_tangents();
void index();
void set_material(const Ref<Material> material);
};
}
#endif