godot.gen.godot.VisualShaderNodeFloatOp.kt Maven / Gradle / Ivy
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Contains godot api as kotlin classes and jvm cpp interaction code.
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// THIS FILE IS GENERATED! DO NOT EDIT IT MANUALLY!
@file:Suppress("PackageDirectoryMismatch", "unused", "FunctionName", "RedundantModalityModifier",
"UNCHECKED_CAST", "JoinDeclarationAndAssignment", "USELESS_CAST",
"RemoveRedundantQualifierName", "NOTHING_TO_INLINE", "NON_FINAL_MEMBER_IN_OBJECT",
"RedundantVisibilityModifier", "RedundantUnitReturnType", "MemberVisibilityCanBePrivate")
package godot
import godot.`annotation`.GodotBaseType
import godot.core.TypeManager
import godot.core.VariantParser.LONG
import godot.core.VariantParser.NIL
import godot.core.memory.TransferContext
import godot.util.VoidPtr
import kotlin.Int
import kotlin.Long
import kotlin.Suppress
import kotlin.Unit
import kotlin.jvm.JvmName
/**
* Applies [operator] to two floating-point inputs: `a` and `b`.
*/
@GodotBaseType
public open class VisualShaderNodeFloatOp : VisualShaderNode() {
/**
* An operator to be applied to the inputs. See [Operator] for options.
*/
public final inline var `operator`: Operator
@JvmName("operatorProperty")
get() = getOperator()
@JvmName("operatorProperty")
set(`value`) {
setOperator(value)
}
public override fun new(scriptIndex: Int): Unit {
callConstructor(ENGINECLASS_VISUALSHADERNODEFLOATOP, scriptIndex)
}
public final fun setOperator(op: Operator): Unit {
TransferContext.writeArguments(LONG to op.id)
TransferContext.callMethod(rawPtr, MethodBindings.setOperatorPtr, NIL)
}
public final fun getOperator(): Operator {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getOperatorPtr, LONG)
return VisualShaderNodeFloatOp.Operator.from(TransferContext.readReturnValue(LONG) as Long)
}
public enum class Operator(
id: Long,
) {
/**
* Sums two numbers using `a + b`.
*/
OP_ADD(0),
/**
* Subtracts two numbers using `a - b`.
*/
OP_SUB(1),
/**
* Multiplies two numbers using `a * b`.
*/
OP_MUL(2),
/**
* Divides two numbers using `a / b`.
*/
OP_DIV(3),
/**
* Calculates the remainder of two numbers. Translates to `mod(a, b)` in the Godot Shader
* Language.
*/
OP_MOD(4),
/**
* Raises the `a` to the power of `b`. Translates to `pow(a, b)` in the Godot Shader Language.
*/
OP_POW(5),
/**
* Returns the greater of two numbers. Translates to `max(a, b)` in the Godot Shader Language.
*/
OP_MAX(6),
/**
* Returns the lesser of two numbers. Translates to `min(a, b)` in the Godot Shader Language.
*/
OP_MIN(7),
/**
* Returns the arc-tangent of the parameters. Translates to `atan(a, b)` in the Godot Shader
* Language.
*/
OP_ATAN2(8),
/**
* Generates a step function by comparing `b`(x) to `a`(edge). Returns 0.0 if `x` is smaller
* than `edge` and otherwise 1.0. Translates to `step(a, b)` in the Godot Shader Language.
*/
OP_STEP(9),
/**
* Represents the size of the [Operator] enum.
*/
OP_ENUM_SIZE(10),
;
public val id: Long
init {
this.id = id
}
public companion object {
public fun from(`value`: Long): Operator = entries.single { it.id == `value` }
}
}
public companion object
internal object MethodBindings {
public val setOperatorPtr: VoidPtr =
TypeManager.getMethodBindPtr("VisualShaderNodeFloatOp", "set_operator", 2488468047)
public val getOperatorPtr: VoidPtr =
TypeManager.getMethodBindPtr("VisualShaderNodeFloatOp", "get_operator", 1867979390)
}
}