48 lines
1.4 KiB
C++
48 lines
1.4 KiB
C++
#ifndef GODOT_CPP_NAVIGATION_HPP
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#define GODOT_CPP_NAVIGATION_HPP
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#include <gdnative_api_struct.gen.h>
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#include <stdint.h>
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#include <core/CoreTypes.hpp>
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#include <core/Ref.hpp>
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#include "Spatial.hpp"
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namespace godot {
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class NavigationMesh;
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class Object;
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class Navigation : public Spatial {
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public:
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static void *___get_type_tag();
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static void *___get_base_type_tag();
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static inline const char *___get_class_name() { return (const char *) "Navigation"; }
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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); }
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// enums
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// constants
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static Navigation *_new();
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// methods
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int64_t navmesh_add(const Ref<NavigationMesh> mesh, const Transform xform, const Object *owner = nullptr);
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void navmesh_set_transform(const int64_t id, const Transform xform);
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void navmesh_remove(const int64_t id);
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PoolVector3Array get_simple_path(const Vector3 start, const Vector3 end, const bool optimize = true);
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Vector3 get_closest_point_to_segment(const Vector3 start, const Vector3 end, const bool use_collision = false);
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Vector3 get_closest_point(const Vector3 to_point);
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Vector3 get_closest_point_normal(const Vector3 to_point);
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Object *get_closest_point_owner(const Vector3 to_point);
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void set_up_vector(const Vector3 up);
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Vector3 get_up_vector() const;
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};
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}
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#endif |