text: #ifndef GD_PROC_LINE_H
  #define GD_PROC_LINE_H
  
  #include "gdprocnode.h"
  
  namespace godot {
  
  class GDProcLine : public GDProcNode {
  	GODOT_SUBCLASS(GDProcLine, GDProcNode)
  
  private:
  	Vector3 default_vector;
  	int default_segments;
  
  	PoolVector3Array vertices;
  
  public:
  	static void _register_methods();
  
  	virtual String get_type_name();
  	virtual String get_description() const;
  
  	void _init();
  
  	void set_vector(Vector3 p_vector);
  	Vector3 get_vector() const;
  
  	void set_segments(int p_segments);
  	int get_segments() const;
  
  	virtual bool update(bool p_inputs_updated, const Array &p_inputs);
  
  	virtual int get_input_connector_count() const; // returns the number of input connectors this note has
  	virtual Variant::Type get_input_connector_type(int p_slot) const; // returns the type of the data expected for this input
  	virtual const String get_input_connector_name(int p_slot) const; // returns the name for this input
  
  	virtual const String get_connector_property_name(int p_slot) const; // if we want an editable field for this slot, returns the name of the related property
  
  	virtual int get_output_connector_count() const; // returns the number of output connectors this node has
  	virtual Variant::Type get_output_connector_type(int p_slot) const; // returns the type of the data that is output by this output
  	virtual const String get_output_connector_name(int p_slot) const; // returns the name for this output
  
  	virtual const Variant get_output(int p_slot) const; // returns the output data itself
  
  };
  
  }
  
  #endif /* !GD_PROC_LINE_H */
  