dungeonanddeamon/GodoBinding/include/gen/CPUParticles2D.hpp
2020-03-25 11:29:52 +01:00

203 lines
6.9 KiB
C++

#ifndef GODOT_CPP_CPUPARTICLES2D_HPP
#define GODOT_CPP_CPUPARTICLES2D_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include "CPUParticles2D.hpp"
#include "Node2D.hpp"
namespace godot {
class Node;
class Gradient;
class Texture;
class Curve;
class CPUParticles2D : public Node2D {
struct ___method_bindings {
godot_method_bind *mb__update_render_thread;
godot_method_bind *mb_convert_from_particles;
godot_method_bind *mb_get_amount;
godot_method_bind *mb_get_color;
godot_method_bind *mb_get_color_ramp;
godot_method_bind *mb_get_direction;
godot_method_bind *mb_get_draw_order;
godot_method_bind *mb_get_emission_colors;
godot_method_bind *mb_get_emission_normals;
godot_method_bind *mb_get_emission_points;
godot_method_bind *mb_get_emission_rect_extents;
godot_method_bind *mb_get_emission_shape;
godot_method_bind *mb_get_emission_sphere_radius;
godot_method_bind *mb_get_explosiveness_ratio;
godot_method_bind *mb_get_fixed_fps;
godot_method_bind *mb_get_fractional_delta;
godot_method_bind *mb_get_gravity;
godot_method_bind *mb_get_lifetime;
godot_method_bind *mb_get_lifetime_randomness;
godot_method_bind *mb_get_normalmap;
godot_method_bind *mb_get_one_shot;
godot_method_bind *mb_get_param;
godot_method_bind *mb_get_param_curve;
godot_method_bind *mb_get_param_randomness;
godot_method_bind *mb_get_particle_flag;
godot_method_bind *mb_get_pre_process_time;
godot_method_bind *mb_get_randomness_ratio;
godot_method_bind *mb_get_speed_scale;
godot_method_bind *mb_get_spread;
godot_method_bind *mb_get_texture;
godot_method_bind *mb_get_use_local_coordinates;
godot_method_bind *mb_is_emitting;
godot_method_bind *mb_restart;
godot_method_bind *mb_set_amount;
godot_method_bind *mb_set_color;
godot_method_bind *mb_set_color_ramp;
godot_method_bind *mb_set_direction;
godot_method_bind *mb_set_draw_order;
godot_method_bind *mb_set_emission_colors;
godot_method_bind *mb_set_emission_normals;
godot_method_bind *mb_set_emission_points;
godot_method_bind *mb_set_emission_rect_extents;
godot_method_bind *mb_set_emission_shape;
godot_method_bind *mb_set_emission_sphere_radius;
godot_method_bind *mb_set_emitting;
godot_method_bind *mb_set_explosiveness_ratio;
godot_method_bind *mb_set_fixed_fps;
godot_method_bind *mb_set_fractional_delta;
godot_method_bind *mb_set_gravity;
godot_method_bind *mb_set_lifetime;
godot_method_bind *mb_set_lifetime_randomness;
godot_method_bind *mb_set_normalmap;
godot_method_bind *mb_set_one_shot;
godot_method_bind *mb_set_param;
godot_method_bind *mb_set_param_curve;
godot_method_bind *mb_set_param_randomness;
godot_method_bind *mb_set_particle_flag;
godot_method_bind *mb_set_pre_process_time;
godot_method_bind *mb_set_randomness_ratio;
godot_method_bind *mb_set_speed_scale;
godot_method_bind *mb_set_spread;
godot_method_bind *mb_set_texture;
godot_method_bind *mb_set_use_local_coordinates;
};
static ___method_bindings ___mb;
public:
static void ___init_method_bindings();
static inline const char *___get_class_name() { return (const char *) "CPUParticles2D"; }
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
enum Flags {
FLAG_ALIGN_Y_TO_VELOCITY = 0,
FLAG_ROTATE_Y = 1,
FLAG_DISABLE_Z = 2,
FLAG_MAX = 3,
};
enum EmissionShape {
EMISSION_SHAPE_POINT = 0,
EMISSION_SHAPE_SPHERE = 1,
EMISSION_SHAPE_RECTANGLE = 2,
EMISSION_SHAPE_POINTS = 3,
EMISSION_SHAPE_DIRECTED_POINTS = 4,
EMISSION_SHAPE_MAX = 5,
};
enum Parameter {
PARAM_INITIAL_LINEAR_VELOCITY = 0,
PARAM_ANGULAR_VELOCITY = 1,
PARAM_ORBIT_VELOCITY = 2,
PARAM_LINEAR_ACCEL = 3,
PARAM_RADIAL_ACCEL = 4,
PARAM_TANGENTIAL_ACCEL = 5,
PARAM_DAMPING = 6,
PARAM_ANGLE = 7,
PARAM_SCALE = 8,
PARAM_HUE_VARIATION = 9,
PARAM_ANIM_SPEED = 10,
PARAM_ANIM_OFFSET = 11,
PARAM_MAX = 12,
};
enum DrawOrder {
DRAW_ORDER_INDEX = 0,
DRAW_ORDER_LIFETIME = 1,
};
// constants
static CPUParticles2D *_new();
// methods
void _update_render_thread();
void convert_from_particles(const Node *particles);
int64_t get_amount() const;
Color get_color() const;
Ref<Gradient> get_color_ramp() const;
Vector2 get_direction() const;
CPUParticles2D::DrawOrder get_draw_order() const;
PoolColorArray get_emission_colors() const;
PoolVector2Array get_emission_normals() const;
PoolVector2Array get_emission_points() const;
Vector2 get_emission_rect_extents() const;
CPUParticles2D::EmissionShape get_emission_shape() const;
real_t get_emission_sphere_radius() const;
real_t get_explosiveness_ratio() const;
int64_t get_fixed_fps() const;
bool get_fractional_delta() const;
Vector2 get_gravity() const;
real_t get_lifetime() const;
real_t get_lifetime_randomness() const;
Ref<Texture> get_normalmap() const;
bool get_one_shot() const;
real_t get_param(const int64_t param) const;
Ref<Curve> get_param_curve(const int64_t param) const;
real_t get_param_randomness(const int64_t param) const;
bool get_particle_flag(const int64_t flag) const;
real_t get_pre_process_time() const;
real_t get_randomness_ratio() const;
real_t get_speed_scale() const;
real_t get_spread() const;
Ref<Texture> get_texture() const;
bool get_use_local_coordinates() const;
bool is_emitting() const;
void restart();
void set_amount(const int64_t amount);
void set_color(const Color color);
void set_color_ramp(const Ref<Gradient> ramp);
void set_direction(const Vector2 direction);
void set_draw_order(const int64_t order);
void set_emission_colors(const PoolColorArray array);
void set_emission_normals(const PoolVector2Array array);
void set_emission_points(const PoolVector2Array array);
void set_emission_rect_extents(const Vector2 extents);
void set_emission_shape(const int64_t shape);
void set_emission_sphere_radius(const real_t radius);
void set_emitting(const bool emitting);
void set_explosiveness_ratio(const real_t ratio);
void set_fixed_fps(const int64_t fps);
void set_fractional_delta(const bool enable);
void set_gravity(const Vector2 accel_vec);
void set_lifetime(const real_t secs);
void set_lifetime_randomness(const real_t random);
void set_normalmap(const Ref<Texture> normalmap);
void set_one_shot(const bool enable);
void set_param(const int64_t param, const real_t value);
void set_param_curve(const int64_t param, const Ref<Curve> curve);
void set_param_randomness(const int64_t param, const real_t randomness);
void set_particle_flag(const int64_t flag, const bool enable);
void set_pre_process_time(const real_t secs);
void set_randomness_ratio(const real_t ratio);
void set_speed_scale(const real_t scale);
void set_spread(const real_t degrees);
void set_texture(const Ref<Texture> texture);
void set_use_local_coordinates(const bool enable);
};
}
#endif