godot.gen.godot.BoxMesh.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`.CoreTypeHelper
import godot.`annotation`.CoreTypeLocalCopy
import godot.`annotation`.GodotBaseType
import godot.core.TypeManager
import godot.core.VariantParser.LONG
import godot.core.VariantParser.NIL
import godot.core.VariantParser.VECTOR3
import godot.core.Vector3
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
/**
* Generate an axis-aligned box [PrimitiveMesh].
* The box's UV layout is arranged in a 3×2 layout that allows texturing each face individually. To
* apply the same texture on all faces, change the material's UV property to `Vector3(3, 2, 1)`. This
* is equivalent to adding `UV *= vec2(3.0, 2.0)` in a vertex shader.
* **Note:** When using a large textured [BoxMesh] (e.g. as a floor), you may stumble upon UV
* jittering issues depending on the camera angle. To solve this, increase [subdivideDepth],
* [subdivideHeight] and [subdivideWidth] until you no longer notice UV jittering.
*/
@GodotBaseType
public open class BoxMesh : PrimitiveMesh() {
/**
* The box's width, height and depth.
*/
@CoreTypeLocalCopy
public final inline var size: Vector3
@JvmName("sizeProperty")
get() = getSize()
@JvmName("sizeProperty")
set(`value`) {
setSize(value)
}
/**
* Number of extra edge loops inserted along the X axis.
*/
public final inline var subdivideWidth: Int
@JvmName("subdivideWidthProperty")
get() = getSubdivideWidth()
@JvmName("subdivideWidthProperty")
set(`value`) {
setSubdivideWidth(value)
}
/**
* Number of extra edge loops inserted along the Y axis.
*/
public final inline var subdivideHeight: Int
@JvmName("subdivideHeightProperty")
get() = getSubdivideHeight()
@JvmName("subdivideHeightProperty")
set(`value`) {
setSubdivideHeight(value)
}
/**
* Number of extra edge loops inserted along the Z axis.
*/
public final inline var subdivideDepth: Int
@JvmName("subdivideDepthProperty")
get() = getSubdivideDepth()
@JvmName("subdivideDepthProperty")
set(`value`) {
setSubdivideDepth(value)
}
public override fun new(scriptIndex: Int): Unit {
callConstructor(ENGINECLASS_BOXMESH, scriptIndex)
}
/**
* The box's width, height and depth.
*
* This is a helper function to make dealing with local copies easier.
*
* For more information, see our
* [documentation](https://godot-kotl.in/en/stable/user-guide/api-differences/#core-types).
*
* Allow to directly modify the local copy of the property and assign it back to the Object.
*
* Prefer that over writing:
* ``````
* val myCoreType = boxmesh.size
* //Your changes
* boxmesh.size = myCoreType
* ``````
*/
@CoreTypeHelper
public final fun sizeMutate(block: Vector3.() -> Unit): Vector3 = size.apply{
block(this)
size = this
}
public final fun setSize(size: Vector3): Unit {
TransferContext.writeArguments(VECTOR3 to size)
TransferContext.callMethod(rawPtr, MethodBindings.setSizePtr, NIL)
}
public final fun getSize(): Vector3 {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getSizePtr, VECTOR3)
return (TransferContext.readReturnValue(VECTOR3) as Vector3)
}
public final fun setSubdivideWidth(subdivide: Int): Unit {
TransferContext.writeArguments(LONG to subdivide.toLong())
TransferContext.callMethod(rawPtr, MethodBindings.setSubdivideWidthPtr, NIL)
}
public final fun getSubdivideWidth(): Int {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getSubdivideWidthPtr, LONG)
return (TransferContext.readReturnValue(LONG) as Long).toInt()
}
public final fun setSubdivideHeight(divisions: Int): Unit {
TransferContext.writeArguments(LONG to divisions.toLong())
TransferContext.callMethod(rawPtr, MethodBindings.setSubdivideHeightPtr, NIL)
}
public final fun getSubdivideHeight(): Int {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getSubdivideHeightPtr, LONG)
return (TransferContext.readReturnValue(LONG) as Long).toInt()
}
public final fun setSubdivideDepth(divisions: Int): Unit {
TransferContext.writeArguments(LONG to divisions.toLong())
TransferContext.callMethod(rawPtr, MethodBindings.setSubdivideDepthPtr, NIL)
}
public final fun getSubdivideDepth(): Int {
TransferContext.writeArguments()
TransferContext.callMethod(rawPtr, MethodBindings.getSubdivideDepthPtr, LONG)
return (TransferContext.readReturnValue(LONG) as Long).toInt()
}
public companion object
internal object MethodBindings {
public val setSizePtr: VoidPtr = TypeManager.getMethodBindPtr("BoxMesh", "set_size", 3460891852)
public val getSizePtr: VoidPtr = TypeManager.getMethodBindPtr("BoxMesh", "get_size", 3360562783)
public val setSubdivideWidthPtr: VoidPtr =
TypeManager.getMethodBindPtr("BoxMesh", "set_subdivide_width", 1286410249)
public val getSubdivideWidthPtr: VoidPtr =
TypeManager.getMethodBindPtr("BoxMesh", "get_subdivide_width", 3905245786)
public val setSubdivideHeightPtr: VoidPtr =
TypeManager.getMethodBindPtr("BoxMesh", "set_subdivide_height", 1286410249)
public val getSubdivideHeightPtr: VoidPtr =
TypeManager.getMethodBindPtr("BoxMesh", "get_subdivide_height", 3905245786)
public val setSubdivideDepthPtr: VoidPtr =
TypeManager.getMethodBindPtr("BoxMesh", "set_subdivide_depth", 1286410249)
public val getSubdivideDepthPtr: VoidPtr =
TypeManager.getMethodBindPtr("BoxMesh", "get_subdivide_depth", 3905245786)
}
}