#ifndef GODOT_CPP_MESHLIBRARY_HPP #define GODOT_CPP_MESHLIBRARY_HPP #include #include #include #include #include namespace godot { class Mesh; class NavigationMesh; class Texture; class MeshLibrary : public Resource { public: static void *___get_type_tag(); static void *___get_base_type_tag(); static inline const char *___get_class_name() { return (const char *) "MeshLibrary"; } 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 MeshLibrary *_new(); // methods void create_item(const int64_t id); void set_item_name(const int64_t id, const String name); void set_item_mesh(const int64_t id, const Ref mesh); void set_item_navmesh(const int64_t id, const Ref navmesh); void set_item_shapes(const int64_t id, const Array shapes); void set_item_preview(const int64_t id, const Ref texture); String get_item_name(const int64_t id) const; Ref get_item_mesh(const int64_t id) const; Ref get_item_navmesh(const int64_t id) const; Array get_item_shapes(const int64_t id) const; Ref get_item_preview(const int64_t id) const; void remove_item(const int64_t id); int64_t find_item_by_name(const String name) const; void clear(); PoolIntArray get_item_list() const; int64_t get_last_unused_item_id() const; }; } #endif