mirror of
https://forge.univ-lyon1.fr/tplifap4/dungeonanddeamon.git
synced 2024-02-27 13:31:50 +01:00
88 lines
2.9 KiB
C++
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 |