1 /** 2 Generate an axis-aligned cuboid $(D PrimitiveMesh). 3 4 Copyright: 5 Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. 6 Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) 7 Copyright (c) 2017-2018 Godot-D contributors 8 9 License: $(LINK2 https://opensource.org/licenses/MIT, MIT License) 10 11 12 */ 13 module godot.cubemesh; 14 import std.meta : AliasSeq, staticIndexOf; 15 import std.traits : Unqual; 16 import godot.d.traits; 17 import godot.core; 18 import godot.c; 19 import godot.d.bind; 20 import godot.d.reference; 21 import godot.globalenums; 22 import godot.object; 23 import godot.classdb; 24 import godot.primitivemesh; 25 /** 26 Generate an axis-aligned cuboid $(D PrimitiveMesh). 27 28 The cube'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)`. 29 $(B Note:) When using a large textured $(D CubeMesh) (e.g. as a floor), you may stumble upon UV jittering issues depending on the camera angle. To solve this, increase $(D subdivideDepth), $(D subdivideHeight) and $(D subdivideWidth) until you no longer notice UV jittering. 30 */ 31 @GodotBaseClass struct CubeMesh 32 { 33 package(godot) enum string _GODOT_internal_name = "CubeMesh"; 34 public: 35 @nogc nothrow: 36 union { /** */ godot_object _godot_object; /** */ PrimitiveMesh _GODOT_base; } 37 alias _GODOT_base this; 38 alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses); 39 package(godot) __gshared bool _classBindingInitialized = false; 40 package(godot) static struct GDNativeClassBinding 41 { 42 __gshared: 43 @GodotName("get_size") GodotMethod!(Vector3) getSize; 44 @GodotName("get_subdivide_depth") GodotMethod!(long) getSubdivideDepth; 45 @GodotName("get_subdivide_height") GodotMethod!(long) getSubdivideHeight; 46 @GodotName("get_subdivide_width") GodotMethod!(long) getSubdivideWidth; 47 @GodotName("set_size") GodotMethod!(void, Vector3) setSize; 48 @GodotName("set_subdivide_depth") GodotMethod!(void, long) setSubdivideDepth; 49 @GodotName("set_subdivide_height") GodotMethod!(void, long) setSubdivideHeight; 50 @GodotName("set_subdivide_width") GodotMethod!(void, long) setSubdivideWidth; 51 } 52 /// 53 pragma(inline, true) bool opEquals(in CubeMesh other) const 54 { return _godot_object.ptr is other._godot_object.ptr; } 55 /// 56 pragma(inline, true) typeof(null) opAssign(typeof(null) n) 57 { _godot_object.ptr = n; return null; } 58 /// 59 pragma(inline, true) bool opEquals(typeof(null) n) const 60 { return _godot_object.ptr is n; } 61 /// 62 size_t toHash() const @trusted { return cast(size_t)_godot_object.ptr; } 63 mixin baseCasts; 64 /// Construct a new instance of CubeMesh. 65 /// Note: use `memnew!CubeMesh` instead. 66 static CubeMesh _new() 67 { 68 static godot_class_constructor constructor; 69 if(constructor is null) constructor = _godot_api.godot_get_class_constructor("CubeMesh"); 70 if(constructor is null) return typeof(this).init; 71 return cast(CubeMesh)(constructor()); 72 } 73 @disable new(size_t s); 74 /** 75 76 */ 77 Vector3 getSize() const 78 { 79 checkClassBinding!(typeof(this))(); 80 return ptrcall!(Vector3)(GDNativeClassBinding.getSize, _godot_object); 81 } 82 /** 83 84 */ 85 long getSubdivideDepth() const 86 { 87 checkClassBinding!(typeof(this))(); 88 return ptrcall!(long)(GDNativeClassBinding.getSubdivideDepth, _godot_object); 89 } 90 /** 91 92 */ 93 long getSubdivideHeight() const 94 { 95 checkClassBinding!(typeof(this))(); 96 return ptrcall!(long)(GDNativeClassBinding.getSubdivideHeight, _godot_object); 97 } 98 /** 99 100 */ 101 long getSubdivideWidth() const 102 { 103 checkClassBinding!(typeof(this))(); 104 return ptrcall!(long)(GDNativeClassBinding.getSubdivideWidth, _godot_object); 105 } 106 /** 107 108 */ 109 void setSize(in Vector3 size) 110 { 111 checkClassBinding!(typeof(this))(); 112 ptrcall!(void)(GDNativeClassBinding.setSize, _godot_object, size); 113 } 114 /** 115 116 */ 117 void setSubdivideDepth(in long divisions) 118 { 119 checkClassBinding!(typeof(this))(); 120 ptrcall!(void)(GDNativeClassBinding.setSubdivideDepth, _godot_object, divisions); 121 } 122 /** 123 124 */ 125 void setSubdivideHeight(in long divisions) 126 { 127 checkClassBinding!(typeof(this))(); 128 ptrcall!(void)(GDNativeClassBinding.setSubdivideHeight, _godot_object, divisions); 129 } 130 /** 131 132 */ 133 void setSubdivideWidth(in long subdivide) 134 { 135 checkClassBinding!(typeof(this))(); 136 ptrcall!(void)(GDNativeClassBinding.setSubdivideWidth, _godot_object, subdivide); 137 } 138 /** 139 Size of the cuboid mesh. 140 */ 141 @property Vector3 size() 142 { 143 return getSize(); 144 } 145 /// ditto 146 @property void size(Vector3 v) 147 { 148 setSize(v); 149 } 150 /** 151 Number of extra edge loops inserted along the Z axis. 152 */ 153 @property long subdivideDepth() 154 { 155 return getSubdivideDepth(); 156 } 157 /// ditto 158 @property void subdivideDepth(long v) 159 { 160 setSubdivideDepth(v); 161 } 162 /** 163 Number of extra edge loops inserted along the Y axis. 164 */ 165 @property long subdivideHeight() 166 { 167 return getSubdivideHeight(); 168 } 169 /// ditto 170 @property void subdivideHeight(long v) 171 { 172 setSubdivideHeight(v); 173 } 174 /** 175 Number of extra edge loops inserted along the X axis. 176 */ 177 @property long subdivideWidth() 178 { 179 return getSubdivideWidth(); 180 } 181 /// ditto 182 @property void subdivideWidth(long v) 183 { 184 setSubdivideWidth(v); 185 } 186 }