godot-cpp/include/gen/Mesh.hpp

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#ifndef GODOT_CPP_MESH_HPP
#define GODOT_CPP_MESH_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include <Resource.hpp>
namespace godot {
class Shape;
class Mesh;
class TriangleMesh;
class Mesh : public Resource {
public:
static void *___get_type_tag();
static void *___get_base_type_tag();
static inline const char *___get_class_name() { return (const char *) "Mesh"; }
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
enum BlendShapeMode {
BLEND_SHAPE_MODE_NORMALIZED = 0,
BLEND_SHAPE_MODE_RELATIVE = 1,
};
enum PrimitiveType {
PRIMITIVE_TRIANGLES = 4,
PRIMITIVE_LINES = 1,
PRIMITIVE_LINE_LOOP = 3,
PRIMITIVE_TRIANGLE_FAN = 6,
PRIMITIVE_POINTS = 0,
PRIMITIVE_TRIANGLE_STRIP = 5,
PRIMITIVE_LINE_STRIP = 2,
};
enum ArrayFormat {
ARRAY_FORMAT_WEIGHTS = 128,
ARRAY_COMPRESS_VERTEX = 512,
ARRAY_FLAG_USE_2D_VERTICES = 262144,
ARRAY_COMPRESS_BASE = 9,
ARRAY_FORMAT_TANGENT = 4,
ARRAY_COMPRESS_WEIGHTS = 65536,
ARRAY_COMPRESS_COLOR = 4096,
ARRAY_COMPRESS_NORMAL = 1024,
ARRAY_FORMAT_COLOR = 8,
ARRAY_COMPRESS_TEX_UV2 = 16384,
ARRAY_FORMAT_BONES = 64,
ARRAY_COMPRESS_DEFAULT = 97792,
ARRAY_FORMAT_TEX_UV = 16,
ARRAY_COMPRESS_TEX_UV = 8192,
ARRAY_COMPRESS_BONES = 32768,
ARRAY_FORMAT_NORMAL = 2,
ARRAY_FLAG_USE_16_BIT_BONES = 524288,
ARRAY_COMPRESS_INDEX = 131072,
ARRAY_FORMAT_TEX_UV2 = 32,
ARRAY_FORMAT_INDEX = 256,
ARRAY_COMPRESS_TANGENT = 2048,
ARRAY_FORMAT_VERTEX = 1,
};
enum ArrayType {
ARRAY_VERTEX = 0,
ARRAY_TEX_UV2 = 5,
ARRAY_MAX = 9,
ARRAY_BONES = 6,
ARRAY_NORMAL = 1,
ARRAY_WEIGHTS = 7,
ARRAY_COLOR = 3,
ARRAY_INDEX = 8,
ARRAY_TANGENT = 2,
ARRAY_TEX_UV = 4,
};
// constants
// methods
void set_lightmap_size_hint(const Vector2 size);
Vector2 get_lightmap_size_hint() const;
Ref<Shape> create_trimesh_shape() const;
Ref<Shape> create_convex_shape() const;
Ref<Mesh> create_outline(const double margin) const;
PoolVector3Array get_faces() const;
Ref<TriangleMesh> generate_triangle_mesh() const;
};
}
#endif