#ifndef GODOT_CPP_EDITORSPATIALGIZMO_HPP #define GODOT_CPP_EDITORSPATIALGIZMO_HPP #include #include #include #include #include "SpatialGizmo.hpp" namespace godot { class Camera; class Material; class ArrayMesh; class TriangleMesh; class Object; class EditorSpatialGizmo : public SpatialGizmo { public: static void *___get_type_tag(); static void *___get_base_type_tag(); static inline const char *___get_class_name() { return (const char *) "EditorSpatialGizmo"; } 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 EditorSpatialGizmo *_new(); // methods void redraw(); String get_handle_name(const int64_t index); Variant get_handle_value(const int64_t index); void set_handle(const int64_t index, const Camera *camera, const Vector2 point); void commit_handle(const int64_t index, const Variant restore, const bool cancel); void add_lines(const PoolVector3Array lines, const Ref material, const bool billboard = false); void add_mesh(const Ref mesh, const bool billboard = false, const RID skeleton = RID()); void add_collision_segments(const PoolVector3Array segments); void add_collision_triangles(const Ref triangles, const AABB bounds); void add_unscaled_billboard(const Ref material, const double default_scale = 1); void add_handles(const PoolVector3Array handles, const bool billboard = false, const bool secondary = false); void set_spatial_node(const Object *node); void clear(); }; } #endif