godot-cpp/include/gen/Navigation.hpp

48 lines
1.4 KiB
C++

#ifndef GODOT_CPP_NAVIGATION_HPP
#define GODOT_CPP_NAVIGATION_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#include <Spatial.hpp>
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<NavigationMesh> 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