1 /**
2 Base class for all primitive meshes. Handles applying a $(D Material) to a primitive mesh.
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.primitivemesh;
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.mesh;
24 import godot.resource;
25 import godot.material;
26 /**
27 Base class for all primitive meshes. Handles applying a $(D Material) to a primitive mesh.
28 
29 Examples include $(D CapsuleMesh), $(D CubeMesh), $(D CylinderMesh), $(D PlaneMesh), $(D PrismMesh), $(D QuadMesh), and $(D SphereMesh).
30 */
31 @GodotBaseClass struct PrimitiveMesh
32 {
33 	package(godot) enum string _GODOT_internal_name = "PrimitiveMesh";
34 public:
35 @nogc nothrow:
36 	union { /** */ godot_object _godot_object; /** */ Mesh _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("_update") GodotMethod!(void) _update;
44 		@GodotName("get_custom_aabb") GodotMethod!(AABB) getCustomAabb;
45 		@GodotName("get_flip_faces") GodotMethod!(bool) getFlipFaces;
46 		@GodotName("get_material") GodotMethod!(Material) getMaterial;
47 		@GodotName("get_mesh_arrays") GodotMethod!(Array) getMeshArrays;
48 		@GodotName("set_custom_aabb") GodotMethod!(void, AABB) setCustomAabb;
49 		@GodotName("set_flip_faces") GodotMethod!(void, bool) setFlipFaces;
50 		@GodotName("set_material") GodotMethod!(void, Material) setMaterial;
51 	}
52 	/// 
53 	pragma(inline, true) bool opEquals(in PrimitiveMesh 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 PrimitiveMesh.
65 	/// Note: use `memnew!PrimitiveMesh` instead.
66 	static PrimitiveMesh _new()
67 	{
68 		static godot_class_constructor constructor;
69 		if(constructor is null) constructor = _godot_api.godot_get_class_constructor("PrimitiveMesh");
70 		if(constructor is null) return typeof(this).init;
71 		return cast(PrimitiveMesh)(constructor());
72 	}
73 	@disable new(size_t s);
74 	/**
75 	
76 	*/
77 	void _update() const
78 	{
79 		Array _GODOT_args = Array.make();
80 		String _GODOT_method_name = String("_update");
81 		this.callv(_GODOT_method_name, _GODOT_args);
82 	}
83 	/**
84 	
85 	*/
86 	AABB getCustomAabb() const
87 	{
88 		checkClassBinding!(typeof(this))();
89 		return ptrcall!(AABB)(GDNativeClassBinding.getCustomAabb, _godot_object);
90 	}
91 	/**
92 	
93 	*/
94 	bool getFlipFaces() const
95 	{
96 		checkClassBinding!(typeof(this))();
97 		return ptrcall!(bool)(GDNativeClassBinding.getFlipFaces, _godot_object);
98 	}
99 	/**
100 	
101 	*/
102 	Ref!Material getMaterial() const
103 	{
104 		checkClassBinding!(typeof(this))();
105 		return ptrcall!(Material)(GDNativeClassBinding.getMaterial, _godot_object);
106 	}
107 	/**
108 	Returns mesh arrays used to constitute surface of $(D Mesh). The result can be passed to $(D ArrayMesh.addSurfaceFromArrays) to create a new surface. For example:
109 	
110 	
111 	var c := CylinderMesh.new()
112 	var arr_mesh := ArrayMesh.new()
113 	arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, c.get_mesh_arrays())
114 	
115 	
116 	*/
117 	Array getMeshArrays() const
118 	{
119 		checkClassBinding!(typeof(this))();
120 		return ptrcall!(Array)(GDNativeClassBinding.getMeshArrays, _godot_object);
121 	}
122 	/**
123 	
124 	*/
125 	void setCustomAabb(in AABB aabb)
126 	{
127 		checkClassBinding!(typeof(this))();
128 		ptrcall!(void)(GDNativeClassBinding.setCustomAabb, _godot_object, aabb);
129 	}
130 	/**
131 	
132 	*/
133 	void setFlipFaces(in bool flip_faces)
134 	{
135 		checkClassBinding!(typeof(this))();
136 		ptrcall!(void)(GDNativeClassBinding.setFlipFaces, _godot_object, flip_faces);
137 	}
138 	/**
139 	
140 	*/
141 	void setMaterial(Material material)
142 	{
143 		checkClassBinding!(typeof(this))();
144 		ptrcall!(void)(GDNativeClassBinding.setMaterial, _godot_object, material);
145 	}
146 	/**
147 	Overrides the $(D AABB) with one defined by user for use with frustum culling. Especially useful to avoid unexpected culling when  using a shader to offset vertices.
148 	*/
149 	@property AABB customAabb()
150 	{
151 		return getCustomAabb();
152 	}
153 	/// ditto
154 	@property void customAabb(AABB v)
155 	{
156 		setCustomAabb(v);
157 	}
158 	/**
159 	If set, the order of the vertices in each triangle are reversed resulting in the backside of the mesh being drawn.
160 	This gives the same result as using $(D constant SpatialMaterial.CULL_BACK) in $(D SpatialMaterial.paramsCullMode).
161 	*/
162 	@property bool flipFaces()
163 	{
164 		return getFlipFaces();
165 	}
166 	/// ditto
167 	@property void flipFaces(bool v)
168 	{
169 		setFlipFaces(v);
170 	}
171 }