godot.gen.godot.CSGMesh3D.kt Maven / Gradle / Ivy
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Contains godot api as kotlin classes and jvm cpp interaction code.
// 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.NIL
import godot.core.VariantParser.OBJECT
import godot.core.memory.TransferContext
import godot.util.VoidPtr
import kotlin.Int
import kotlin.Suppress
import kotlin.Unit
import kotlin.jvm.JvmName
/**
* This CSG node allows you to use any mesh resource as a CSG shape, provided it is closed, does not
* self-intersect, does not contain internal faces and has no edges that connect to more than two
* faces. See also [CSGPolygon3D] for drawing 2D extruded polygons to be used as CSG nodes.
* **Note:** CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a
* significant CPU cost compared to creating a [MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG
* node within another CSG node also has a significant CPU cost, so it should be avoided during
* gameplay.
*/
@GodotBaseType
public open class CSGMesh3D : CSGPrimitive3D() {
/**
* The [Mesh] resource to use as a CSG shape.
* **Note:** When using an [ArrayMesh], all vertex attributes except [Mesh.ARRAY_VERTEX],
* [Mesh.ARRAY_NORMAL] and [Mesh.ARRAY_TEX_UV] are left unused. Only [Mesh.ARRAY_VERTEX] and
* [Mesh.ARRAY_TEX_UV] will be passed to the GPU.
* [Mesh.ARRAY_NORMAL] is only used to determine which faces require the use of flat shading. By
* default, CSGMesh will ignore the mesh's vertex normals, recalculate them for each vertex and use a
* smooth shader. If a flat shader is required for a face, ensure that all vertex normals of the face
* are approximately equal.
*/
public final inline var mesh: Mesh?
@JvmName("meshProperty")
get() = getMesh()
@JvmName("meshProperty")
set(`value`) {
setMesh(value)
}
/**
* The [Material] used in drawing the CSG shape.
*/
public final inline var material: Material?
@JvmName("materialProperty")
get() = getMaterial()
@JvmName("materialProperty")
set(`value`) {
setMaterial(value)
}
public override fun new(scriptIndex: Int): Unit {
callConstructor(ENGINECLASS_CSGMESH3D, scriptIndex)
}
public final fun setMesh(mesh: Mesh?): Unit {
TransferContext.writeArguments(OBJECT to mesh)
TransferContext.callMethod(rawPtr, MethodBindings.setMeshPtr, NIL)
}
public final fun getMesh(): Mesh? {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getMeshPtr, OBJECT)
return (TransferContext.readReturnValue(OBJECT) as Mesh?)
}
public final fun setMaterial(material: Material?): Unit {
TransferContext.writeArguments(OBJECT to material)
TransferContext.callMethod(rawPtr, MethodBindings.setMaterialPtr, NIL)
}
public final fun getMaterial(): Material? {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getMaterialPtr, OBJECT)
return (TransferContext.readReturnValue(OBJECT) as Material?)
}
public companion object
internal object MethodBindings {
public val setMeshPtr: VoidPtr =
TypeManager.getMethodBindPtr("CSGMesh3D", "set_mesh", 194775623)
public val getMeshPtr: VoidPtr =
TypeManager.getMethodBindPtr("CSGMesh3D", "get_mesh", 4081188045)
public val setMaterialPtr: VoidPtr =
TypeManager.getMethodBindPtr("CSGMesh3D", "set_material", 2757459619)
public val getMaterialPtr: VoidPtr =
TypeManager.getMethodBindPtr("CSGMesh3D", "get_material", 5934680)
}
}