text: #ifndef GODOT_CPP_MULTIMESHINSTANCE2D_HPP
  #define GODOT_CPP_MULTIMESHINSTANCE2D_HPP
  
  
  #include <gdnative_api_struct.gen.h>
  #include <stdint.h>
  
  #include <core/CoreTypes.hpp>
  #include <core/Ref.hpp>
  
  #include "Node2D.hpp"
  namespace godot {
  
  class MultiMesh;
  class Texture;
  
  class MultiMeshInstance2D : public Node2D {
  	struct ___method_bindings {
  		godot_method_bind *mb_get_multimesh;
  		godot_method_bind *mb_get_normal_map;
  		godot_method_bind *mb_get_texture;
  		godot_method_bind *mb_set_multimesh;
  		godot_method_bind *mb_set_normal_map;
  		godot_method_bind *mb_set_texture;
  	};
  	static ___method_bindings ___mb;
  	static void *_detail_class_tag;
  
  public:
  	static void ___init_method_bindings();
  	inline static size_t ___get_id() { return (size_t)_detail_class_tag; }
  
  	static inline const char *___get_class_name() { return (const char *) "MultiMeshInstance2D"; }
  	static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (o) ? (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o) : nullptr; }
  
  	// enums
  
  	// constants
  
  
  	static MultiMeshInstance2D *_new();
  
  	// methods
  	Ref<MultiMesh> get_multimesh() const;
  	Ref<Texture> get_normal_map() const;
  	Ref<Texture> get_texture() const;
  	void set_multimesh(const Ref<MultiMesh> multimesh);
  	void set_normal_map(const Ref<Texture> normal_map);
  	void set_texture(const Ref<Texture> texture);
  
  };
  
  }
  
  #endif