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Provide proper generated C# bindings #386

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lw64 opened this issue May 26, 2024 · 3 comments
Open

Provide proper generated C# bindings #386

lw64 opened this issue May 26, 2024 · 3 comments
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enhancement New feature or request low priority Low Priority
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@lw64
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lw64 commented May 26, 2024

Description

Currently to access Terrain3Ds API from C# you need to go over ClassDB and other functions to convert between C# and Godot objects. This is not very convenient for cases like generated Terrain based on code.

This project here seems to have a class that can generate csharp bindings from the godot scripting API: https://github.com/DmitriySalnikov/godot_debug_draw_3d/blob/master/src/editor/generate_csharp_bindings.h

I think that could be integrated.

@TokisanGames
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@TokisanGames TokisanGames added enhancement New feature or request low priority Low Priority labels May 26, 2024
@TokisanGames TokisanGames added this to the Future milestone May 26, 2024
@Sythelux
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I tried to generate C# bindings with Delsin-Yu's Generator. It will not work out of the box. So I had to customize and fix some things.

That is also why I made the pull request against the 0.9 version, and not against the master. I don't want to have broken nightly builds because of the generator.

scrolling through the original CSharp-Wrapper-Generator-for-GDExtension it has a couple of addons placed into the addons folder which apparently get all automatically generated I'm not sure if it is worth to provide terrain3D to them actually.

I'll evaluate a couple of things. I don't want to put more work onto your shoulders and to have broken C# bindings automatically generated and no way to evaluate them is an issue.

@TokisanGames
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Example bindings for Terrain3D in #454

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