godot/scene/3d/navigation_agent_3d.cpp

/**************************************************************************/
/*  navigation_agent_3d.cpp                                               */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#include "navigation_agent_3d.h"

#include "scene/3d/navigation_link_3d.h"
#include "servers/navigation_server_3d.h"

void NavigationAgent3D::_bind_methods() {}

#ifndef DISABLE_DEPRECATED
// Compatibility with Godot 4.0 beta 10 or below.
// Functions in block below all renamed or replaced in 4.0 beta 1X avoidance rework.
bool NavigationAgent3D::_set(const StringName &p_name, const Variant &p_value) {}

bool NavigationAgent3D::_get(const StringName &p_name, Variant &r_ret) const {}
#endif // DISABLE_DEPRECATED

void NavigationAgent3D::_notification(int p_what) {}

void NavigationAgent3D::_validate_property(PropertyInfo &p_property) const {}

NavigationAgent3D::NavigationAgent3D() {}

NavigationAgent3D::~NavigationAgent3D() {}

void NavigationAgent3D::set_avoidance_enabled(bool p_enabled) {}

bool NavigationAgent3D::get_avoidance_enabled() const {}

void NavigationAgent3D::set_agent_parent(Node *p_agent_parent) {}

void NavigationAgent3D::set_navigation_layers(uint32_t p_navigation_layers) {}

uint32_t NavigationAgent3D::get_navigation_layers() const {}

void NavigationAgent3D::set_navigation_layer_value(int p_layer_number, bool p_value) {}

bool NavigationAgent3D::get_navigation_layer_value(int p_layer_number) const {}

void NavigationAgent3D::set_pathfinding_algorithm(const NavigationPathQueryParameters3D::PathfindingAlgorithm p_pathfinding_algorithm) {}

void NavigationAgent3D::set_path_postprocessing(const NavigationPathQueryParameters3D::PathPostProcessing p_path_postprocessing) {}

void NavigationAgent3D::set_simplify_path(bool p_enabled) {}

bool NavigationAgent3D::get_simplify_path() const {}

void NavigationAgent3D::set_simplify_epsilon(real_t p_epsilon) {}

real_t NavigationAgent3D::get_simplify_epsilon() const {}

void NavigationAgent3D::set_path_metadata_flags(BitField<NavigationPathQueryParameters3D::PathMetadataFlags> p_path_metadata_flags) {}

void NavigationAgent3D::set_navigation_map(RID p_navigation_map) {}

RID NavigationAgent3D::get_navigation_map() const {}

void NavigationAgent3D::set_path_desired_distance(real_t p_path_desired_distance) {}

void NavigationAgent3D::set_target_desired_distance(real_t p_target_desired_distance) {}

void NavigationAgent3D::set_radius(real_t p_radius) {}

void NavigationAgent3D::set_height(real_t p_height) {}

void NavigationAgent3D::set_path_height_offset(real_t p_path_height_offset) {}

void NavigationAgent3D::set_use_3d_avoidance(bool p_use_3d_avoidance) {}

void NavigationAgent3D::set_keep_y_velocity(bool p_enabled) {}

bool NavigationAgent3D::get_keep_y_velocity() const {}

void NavigationAgent3D::set_neighbor_distance(real_t p_distance) {}

void NavigationAgent3D::set_max_neighbors(int p_count) {}

void NavigationAgent3D::set_time_horizon_agents(real_t p_time_horizon) {}

void NavigationAgent3D::set_time_horizon_obstacles(real_t p_time_horizon) {}

void NavigationAgent3D::set_max_speed(real_t p_max_speed) {}

void NavigationAgent3D::set_path_max_distance(real_t p_path_max_distance) {}

real_t NavigationAgent3D::get_path_max_distance() {}

void NavigationAgent3D::set_target_position(Vector3 p_position) {}

Vector3 NavigationAgent3D::get_target_position() const {}

Vector3 NavigationAgent3D::get_next_path_position() {}

real_t NavigationAgent3D::distance_to_target() const {}

bool NavigationAgent3D::is_target_reached() const {}

bool NavigationAgent3D::is_target_reachable() {}

bool NavigationAgent3D::_is_target_reachable() const {}

bool NavigationAgent3D::is_navigation_finished() {}

Vector3 NavigationAgent3D::get_final_position() {}

Vector3 NavigationAgent3D::_get_final_position() const {}

void NavigationAgent3D::set_velocity_forced(Vector3 p_velocity) {}

void NavigationAgent3D::set_velocity(const Vector3 p_velocity) {}

void NavigationAgent3D::_avoidance_done(Vector3 p_new_velocity) {}

PackedStringArray NavigationAgent3D::get_configuration_warnings() const {}

void NavigationAgent3D::_update_navigation() {}

void NavigationAgent3D::_advance_waypoints(const Vector3 &p_origin) {}

void NavigationAgent3D::_request_repath() {}

bool NavigationAgent3D::_is_last_waypoint() const {}

void NavigationAgent3D::_move_to_next_waypoint() {}

bool NavigationAgent3D::_is_within_waypoint_distance(const Vector3 &p_origin) const {}

bool NavigationAgent3D::_is_within_target_distance(const Vector3 &p_origin) const {}

void NavigationAgent3D::_trigger_waypoint_reached() {}

void NavigationAgent3D::_transition_to_navigation_finished() {}

void NavigationAgent3D::_transition_to_target_reached() {}

void NavigationAgent3D::set_avoidance_layers(uint32_t p_layers) {}

uint32_t NavigationAgent3D::get_avoidance_layers() const {}

void NavigationAgent3D::set_avoidance_mask(uint32_t p_mask) {}

uint32_t NavigationAgent3D::get_avoidance_mask() const {}

void NavigationAgent3D::set_avoidance_layer_value(int p_layer_number, bool p_value) {}

bool NavigationAgent3D::get_avoidance_layer_value(int p_layer_number) const {}

void NavigationAgent3D::set_avoidance_mask_value(int p_mask_number, bool p_value) {}

bool NavigationAgent3D::get_avoidance_mask_value(int p_mask_number) const {}

void NavigationAgent3D::set_avoidance_priority(real_t p_priority) {}

real_t NavigationAgent3D::get_avoidance_priority() const {}

////////DEBUG////////////////////////////////////////////////////////////

void NavigationAgent3D::set_debug_enabled(bool p_enabled) {}

bool NavigationAgent3D::get_debug_enabled() const {}

void NavigationAgent3D::set_debug_use_custom(bool p_enabled) {}

bool NavigationAgent3D::get_debug_use_custom() const {}

void NavigationAgent3D::set_debug_path_custom_color(Color p_color) {}

Color NavigationAgent3D::get_debug_path_custom_color() const {}

void NavigationAgent3D::set_debug_path_custom_point_size(float p_point_size) {}

float NavigationAgent3D::get_debug_path_custom_point_size() const {}

#ifdef DEBUG_ENABLED
void NavigationAgent3D::_navigation_debug_changed() {}

void NavigationAgent3D::_update_debug_path() {}
#endif // DEBUG_ENABLED