#ifndef GODOT_CPP_NAVIGATION_HPP #define GODOT_CPP_NAVIGATION_HPP #include #include #include #include #include "Spatial.hpp" namespace godot { class Object; class NavigationMesh; class Navigation : public Spatial { struct ___method_bindings { godot_method_bind *mb_get_closest_point; godot_method_bind *mb_get_closest_point_normal; godot_method_bind *mb_get_closest_point_owner; godot_method_bind *mb_get_closest_point_to_segment; godot_method_bind *mb_get_simple_path; godot_method_bind *mb_get_up_vector; godot_method_bind *mb_navmesh_add; godot_method_bind *mb_navmesh_remove; godot_method_bind *mb_navmesh_set_transform; godot_method_bind *mb_set_up_vector; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); 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 (o) ? (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o) : nullptr; } // enums // constants static Navigation *_new(); // methods 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); Vector3 get_closest_point_to_segment(const Vector3 start, const Vector3 end, const bool use_collision = false); PoolVector3Array get_simple_path(const Vector3 start, const Vector3 end, const bool optimize = true); Vector3 get_up_vector() const; int64_t navmesh_add(const Ref mesh, const Transform xform, const Object *owner = nullptr); void navmesh_remove(const int64_t id); void navmesh_set_transform(const int64_t id, const Transform xform); void set_up_vector(const Vector3 up); }; } #endif