#ifndef GODOT_CPP_NAVIGATION_HPP #define GODOT_CPP_NAVIGATION_HPP #include #include #include #include #include namespace godot { class NavigationMesh; class Object; class Navigation : public Spatial { public: static void *___get_type_tag(); static void *___get_base_type_tag(); static inline const char *___get_class_name() { return (const char *) "Navigation"; } 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 Navigation *_new(); // methods int64_t navmesh_add(const Ref mesh, const Transform xform, const Object *owner = nullptr); void navmesh_set_transform(const int64_t id, const Transform xform); void navmesh_remove(const int64_t id); PoolVector3Array get_simple_path(const Vector3 start, const Vector3 end, const bool optimize = true); Vector3 get_closest_point_to_segment(const Vector3 start, const Vector3 end, const bool use_collision = false); Vector3 get_closest_point(const Vector3 to_point); Vector3 get_closest_point_normal(const Vector3 to_point); Object *get_closest_point_owner(const Vector3 to_point); void set_up_vector(const Vector3 up); Vector3 get_up_vector() const; }; } #endif