#include "mesh_library.h"
#include "box_shape_3d.h"
bool MeshLibrary::_set(const StringName &p_name, const Variant &p_value) { … }
bool MeshLibrary::_get(const StringName &p_name, Variant &r_ret) const { … }
void MeshLibrary::_get_property_list(List<PropertyInfo> *p_list) const { … }
void MeshLibrary::create_item(int p_item) { … }
void MeshLibrary::set_item_name(int p_item, const String &p_name) { … }
void MeshLibrary::set_item_mesh(int p_item, const Ref<Mesh> &p_mesh) { … }
void MeshLibrary::set_item_mesh_transform(int p_item, const Transform3D &p_transform) { … }
void MeshLibrary::set_item_mesh_cast_shadow(int p_item, RS::ShadowCastingSetting p_shadow_casting_setting) { … }
void MeshLibrary::set_item_shapes(int p_item, const Vector<ShapeData> &p_shapes) { … }
void MeshLibrary::set_item_navigation_mesh(int p_item, const Ref<NavigationMesh> &p_navigation_mesh) { … }
void MeshLibrary::set_item_navigation_mesh_transform(int p_item, const Transform3D &p_transform) { … }
void MeshLibrary::set_item_navigation_layers(int p_item, uint32_t p_navigation_layers) { … }
void MeshLibrary::set_item_preview(int p_item, const Ref<Texture2D> &p_preview) { … }
String MeshLibrary::get_item_name(int p_item) const { … }
Ref<Mesh> MeshLibrary::get_item_mesh(int p_item) const { … }
Transform3D MeshLibrary::get_item_mesh_transform(int p_item) const { … }
RS::ShadowCastingSetting MeshLibrary::get_item_mesh_cast_shadow(int p_item) const { … }
Vector<MeshLibrary::ShapeData> MeshLibrary::get_item_shapes(int p_item) const { … }
Ref<NavigationMesh> MeshLibrary::get_item_navigation_mesh(int p_item) const { … }
Transform3D MeshLibrary::get_item_navigation_mesh_transform(int p_item) const { … }
uint32_t MeshLibrary::get_item_navigation_layers(int p_item) const { … }
Ref<Texture2D> MeshLibrary::get_item_preview(int p_item) const { … }
bool MeshLibrary::has_item(int p_item) const { … }
void MeshLibrary::remove_item(int p_item) { … }
void MeshLibrary::clear() { … }
Vector<int> MeshLibrary::get_item_list() const { … }
int MeshLibrary::find_item_by_name(const String &p_name) const { … }
int MeshLibrary::get_last_unused_item_id() const { … }
void MeshLibrary::_set_item_shapes(int p_item, const Array &p_shapes) { … }
Array MeshLibrary::_get_item_shapes(int p_item) const { … }
void MeshLibrary::reset_state() { … }
void MeshLibrary::_bind_methods() { … }
MeshLibrary::MeshLibrary() { … }
MeshLibrary::~MeshLibrary() { … }