godot/modules/navigation/3d/nav_mesh_queries_3d.cpp

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/*  nav_mesh_queries_3d.cpp                                               */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#ifndef _3D_DISABLED

#include "nav_mesh_queries_3d.h"

#include "../nav_base.h"

#include "core/math/geometry_3d.h"

#define THREE_POINTS_CROSS_PRODUCT(m_a, m_b, m_c)

#define APPEND_METADATA(poly)

Vector3 NavMeshQueries3D::polygons_get_random_point(const LocalVector<gd::Polygon> &p_polygons, uint32_t p_navigation_layers, bool p_uniformly) {}

Vector<Vector3> NavMeshQueries3D::polygons_get_path(const LocalVector<gd::Polygon> &p_polygons, Vector3 p_origin, Vector3 p_destination, bool p_optimize, uint32_t p_navigation_layers, Vector<int32_t> *r_path_types, TypedArray<RID> *r_path_rids, Vector<int64_t> *r_path_owners, const Vector3 &p_map_up, uint32_t p_link_polygons_size) {}

Vector3 NavMeshQueries3D::polygons_get_closest_point_to_segment(const LocalVector<gd::Polygon> &p_polygons, const Vector3 &p_from, const Vector3 &p_to, const bool p_use_collision) {}

Vector3 NavMeshQueries3D::polygons_get_closest_point(const LocalVector<gd::Polygon> &p_polygons, const Vector3 &p_point) {}

Vector3 NavMeshQueries3D::polygons_get_closest_point_normal(const LocalVector<gd::Polygon> &p_polygons, const Vector3 &p_point) {}

gd::ClosestPointQueryResult NavMeshQueries3D::polygons_get_closest_point_info(const LocalVector<gd::Polygon> &p_polygons, const Vector3 &p_point) {}

RID NavMeshQueries3D::polygons_get_closest_point_owner(const LocalVector<gd::Polygon> &p_polygons, const Vector3 &p_point) {}

void NavMeshQueries3D::clip_path(const LocalVector<gd::NavigationPoly> &p_navigation_polys, Vector<Vector3> &path, const gd::NavigationPoly *from_poly, const Vector3 &p_to_point, const gd::NavigationPoly *p_to_poly, Vector<int32_t> *r_path_types, TypedArray<RID> *r_path_rids, Vector<int64_t> *r_path_owners, const Vector3 &p_map_up) {}

#endif // _3D_DISABLED