godot-cpp/include/gen/SurfaceTool.hpp

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#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 Material;
class Mesh;
class ArrayMesh;
class SurfaceTool : public Reference {
public:
static void *___get_type_tag();
static void *___get_base_type_tag();
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 (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o); }
// enums
// constants
static SurfaceTool *_new();
// methods
void begin(const int64_t primitive);
void add_vertex(const Vector3 vertex);
void add_color(const Color color);
void add_normal(const Vector3 normal);
void add_tangent(const Plane tangent);
void add_uv(const Vector2 uv);
void add_uv2(const Vector2 uv2);
void add_bones(const PoolIntArray bones);
void add_weights(const PoolRealArray weights);
void add_smooth_group(const bool smooth);
void add_triangle_fan(const PoolVector3Array vertexes, const PoolVector2Array uvs = PoolVector2Array(), const PoolColorArray colors = PoolColorArray(), const PoolVector2Array uv2s = PoolVector2Array(), const PoolVector3Array normals = PoolVector3Array(), const Array tangents = Array());
void add_index(const int64_t index);
void index();
void deindex();
void generate_normals();
void generate_tangents();
void add_to_format(const int64_t flags);
void set_material(const Ref<Material> material);
void clear();
void create_from(const Ref<Mesh> existing, const int64_t surface);
void append_from(const Ref<Mesh> existing, const int64_t surface, const Transform transform);
Ref<ArrayMesh> commit(const Ref<ArrayMesh> existing = nullptr, const int64_t flags = 97792);
};
}
#endif