/**************************************************************************/ /* decal.hpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ // THIS FILE IS GENERATED. EDITS WILL BE LOST. #pragma once #include #include #include #include #include #include namespace godot { class Texture2D; class Decal : public VisualInstance3D { GDEXTENSION_CLASS(Decal, VisualInstance3D) public: enum DecalTexture { TEXTURE_ALBEDO = 0, TEXTURE_NORMAL = 1, TEXTURE_ORM = 2, TEXTURE_EMISSION = 3, TEXTURE_MAX = 4, }; void set_size(const Vector3 &p_size); Vector3 get_size() const; void set_texture(Decal::DecalTexture p_type, const Ref &p_texture); Ref get_texture(Decal::DecalTexture p_type) const; void set_emission_energy(float p_energy); float get_emission_energy() const; void set_albedo_mix(float p_energy); float get_albedo_mix() const; void set_modulate(const Color &p_color); Color get_modulate() const; void set_upper_fade(float p_fade); float get_upper_fade() const; void set_lower_fade(float p_fade); float get_lower_fade() const; void set_normal_fade(float p_fade); float get_normal_fade() const; void set_enable_distance_fade(bool p_enable); bool is_distance_fade_enabled() const; void set_distance_fade_begin(float p_distance); float get_distance_fade_begin() const; void set_distance_fade_length(float p_distance); float get_distance_fade_length() const; void set_cull_mask(uint32_t p_mask); uint32_t get_cull_mask() const; protected: template static void register_virtuals() { VisualInstance3D::register_virtuals(); } public: }; } // namespace godot VARIANT_ENUM_CAST(Decal::DecalTexture);