godot-cpp/include/gen/AStar.hpp

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#ifndef GODOT_CPP_ASTAR_HPP
#define GODOT_CPP_ASTAR_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include <Reference.hpp>
namespace godot {
class AStar : public Reference {
public:
static void *___get_type_tag();
static void *___get_base_type_tag();
static inline const char *___get_class_name() { return (const char *) "AStar"; }
static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o); }
// enums
// constants
static AStar *_new();
// methods
double _estimate_cost(const int64_t from_id, const int64_t to_id);
double _compute_cost(const int64_t from_id, const int64_t to_id);
int64_t get_available_point_id() const;
void add_point(const int64_t id, const Vector3 position, const double weight_scale = 1);
Vector3 get_point_position(const int64_t id) const;
void set_point_position(const int64_t id, const Vector3 position);
double get_point_weight_scale(const int64_t id) const;
void set_point_weight_scale(const int64_t id, const double weight_scale);
void remove_point(const int64_t id);
bool has_point(const int64_t id) const;
Array get_points();
PoolIntArray get_point_connections(const int64_t id);
void connect_points(const int64_t id, const int64_t to_id, const bool bidirectional = true);
void disconnect_points(const int64_t id, const int64_t to_id);
bool are_points_connected(const int64_t id, const int64_t to_id) const;
void clear();
int64_t get_closest_point(const Vector3 to_position) const;
Vector3 get_closest_position_in_segment(const Vector3 to_position) const;
PoolVector3Array get_point_path(const int64_t from_id, const int64_t to_id);
PoolIntArray get_id_path(const int64_t from_id, const int64_t to_id);
};
}
#endif