#ifndef GODOT_CPP_ASTAR_HPP #define GODOT_CPP_ASTAR_HPP #include #include #include #include #include "Reference.hpp" namespace godot { class AStar : public Reference { struct ___method_bindings { godot_method_bind *mb__compute_cost; godot_method_bind *mb__estimate_cost; godot_method_bind *mb_add_point; godot_method_bind *mb_are_points_connected; godot_method_bind *mb_clear; godot_method_bind *mb_connect_points; godot_method_bind *mb_disconnect_points; godot_method_bind *mb_get_available_point_id; godot_method_bind *mb_get_closest_point; godot_method_bind *mb_get_closest_position_in_segment; godot_method_bind *mb_get_id_path; godot_method_bind *mb_get_point_capacity; godot_method_bind *mb_get_point_connections; godot_method_bind *mb_get_point_count; godot_method_bind *mb_get_point_path; godot_method_bind *mb_get_point_position; godot_method_bind *mb_get_point_weight_scale; godot_method_bind *mb_get_points; godot_method_bind *mb_has_point; godot_method_bind *mb_is_point_disabled; godot_method_bind *mb_remove_point; godot_method_bind *mb_reserve_space; godot_method_bind *mb_set_point_disabled; godot_method_bind *mb_set_point_position; godot_method_bind *mb_set_point_weight_scale; }; static ___method_bindings ___mb; public: static void ___init_method_bindings(); static inline const char *___get_class_name() { return (const char *) "AStar"; } 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 AStar *_new(); // methods real_t _compute_cost(const int64_t from_id, const int64_t to_id); real_t _estimate_cost(const int64_t from_id, const int64_t to_id); void add_point(const int64_t id, const Vector3 position, const real_t weight_scale = 1); bool are_points_connected(const int64_t id, const int64_t to_id, const bool bidirectional = true) const; void clear(); void connect_points(const int64_t id, const int64_t to_id, const bool bidirectional = true); void disconnect_points(const int64_t id, const int64_t to_id, const bool bidirectional = true); int64_t get_available_point_id() const; int64_t get_closest_point(const Vector3 to_position, const bool include_disabled = false) const; Vector3 get_closest_position_in_segment(const Vector3 to_position) const; PoolIntArray get_id_path(const int64_t from_id, const int64_t to_id); int64_t get_point_capacity() const; PoolIntArray get_point_connections(const int64_t id); int64_t get_point_count() const; PoolVector3Array get_point_path(const int64_t from_id, const int64_t to_id); Vector3 get_point_position(const int64_t id) const; real_t get_point_weight_scale(const int64_t id) const; Array get_points(); bool has_point(const int64_t id) const; bool is_point_disabled(const int64_t id) const; void remove_point(const int64_t id); void reserve_space(const int64_t num_nodes); void set_point_disabled(const int64_t id, const bool disabled = true); void set_point_position(const int64_t id, const Vector3 position); void set_point_weight_scale(const int64_t id, const real_t weight_scale); }; } #endif