dungeonanddeamon/GodoBinding/include/gen/Navigation2D.hpp
2020-03-25 11:29:52 +01:00

53 lines
1.5 KiB
C++

#ifndef GODOT_CPP_NAVIGATION2D_HPP
#define GODOT_CPP_NAVIGATION2D_HPP
#include <gdnative_api_struct.gen.h>
#include <stdint.h>
#include <core/CoreTypes.hpp>
#include <core/Ref.hpp>
#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<NavigationPolygon> 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