#ifndef GODOT_CPP_NAVIGATION2D_HPP #define GODOT_CPP_NAVIGATION2D_HPP #include #include #include #include #include "Node2D.hpp" namespace godot { class Object; class NavigationPolygon; class Navigation2D : public Node2D { struct ___method_bindings { godot_method_bind *mb_get_closest_point; godot_method_bind *mb_get_closest_point_owner; godot_method_bind *mb_get_simple_path; godot_method_bind *mb_navpoly_add; godot_method_bind *mb_navpoly_remove; godot_method_bind *mb_navpoly_set_transform; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "Navigation2D"; } 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 Navigation2D *_new(); // methods Vector2 get_closest_point(const Vector2 to_point); Object *get_closest_point_owner(const Vector2 to_point); PoolVector2Array get_simple_path(const Vector2 start, const Vector2 end, const bool optimize = true); int64_t navpoly_add(const Ref mesh, const Transform2D xform, const Object *owner = nullptr); void navpoly_remove(const int64_t id); void navpoly_set_transform(const int64_t id, const Transform2D xform); }; } #endif