godot.gen.godot.VisualShaderNodeFloatConstant.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.VariantType.DOUBLE
import godot.core.VariantType.NIL
import godot.core.memory.TransferContext
import godot.util.VoidPtr
import kotlin.Boolean
import kotlin.Double
import kotlin.Float
import kotlin.Int
import kotlin.Suppress
/**
* A scalar floating-point constant to be used within the visual shader graph.
*
* Translated to [code skip-lint]float` in the shader language.
*/
@GodotBaseType
public open class VisualShaderNodeFloatConstant : VisualShaderNodeConstant() {
/**
* A floating-point constant which represents a state of this node.
*/
public var constant: Float
get() {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getConstantPtr, DOUBLE)
return (TransferContext.readReturnValue(DOUBLE, false) as Double).toFloat()
}
set(`value`) {
TransferContext.writeArguments(DOUBLE to value.toDouble())
TransferContext.callMethod(rawPtr, MethodBindings.setConstantPtr, NIL)
}
public override fun new(scriptIndex: Int): Boolean {
callConstructor(ENGINECLASS_VISUALSHADERNODEFLOATCONSTANT, scriptIndex)
return true
}
public companion object
internal object MethodBindings {
public val setConstantPtr: VoidPtr =
TypeManager.getMethodBindPtr("VisualShaderNodeFloatConstant", "set_constant")
public val getConstantPtr: VoidPtr =
TypeManager.getMethodBindPtr("VisualShaderNodeFloatConstant", "get_constant")
}
}
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