#include "godot_navigation_server_2d.h"
#ifdef CLIPPER2_ENABLED
#include "nav_mesh_generator_2d.h"
#endif
#include "servers/navigation_server_3d.h"
#define FORWARD_0(FUNC_NAME) …
#define FORWARD_0_C(FUNC_NAME) …
#define FORWARD_1(FUNC_NAME, T_0, D_0, CONV_0) …
#define FORWARD_1_C(FUNC_NAME, T_0, D_0, CONV_0) …
#define FORWARD_1_R_C(CONV_R, FUNC_NAME, T_0, D_0, CONV_0) …
#define FORWARD_2(FUNC_NAME, T_0, D_0, T_1, D_1, CONV_0, CONV_1) …
#define FORWARD_2_C(FUNC_NAME, T_0, D_0, T_1, D_1, CONV_0, CONV_1) …
#define FORWARD_2_R_C(CONV_R, FUNC_NAME, T_0, D_0, T_1, D_1, CONV_0, CONV_1) …
#define FORWARD_5_R_C(CONV_R, FUNC_NAME, T_0, D_0, T_1, D_1, T_2, D_2, T_3, D_3, T_4, D_4, CONV_0, CONV_1, CONV_2, CONV_3, CONV_4) …
static RID rid_to_rid(const RID d) { … }
static bool bool_to_bool(const bool d) { … }
static int int_to_int(const int d) { … }
static uint32_t uint32_to_uint32(const uint32_t d) { … }
static real_t real_to_real(const real_t d) { … }
static Vector3 v2_to_v3(const Vector2 d) { … }
static Vector2 v3_to_v2(const Vector3 &d) { … }
static Vector<Vector3> vector_v2_to_v3(const Vector<Vector2> &d) { … }
static Vector<Vector2> vector_v3_to_v2(const Vector<Vector3> &d) { … }
static Transform3D trf2_to_trf3(const Transform2D &d) { … }
static Transform2D trf3_to_trf2(const Transform3D &d) { … }
static ObjectID id_to_id(const ObjectID &id) { … }
static Callable callable_to_callable(const Callable &c) { … }
static Ref<NavigationMesh> poly_to_mesh(Ref<NavigationPolygon> d) { … }
void GodotNavigationServer2D::init() { … }
void GodotNavigationServer2D::sync() { … }
void GodotNavigationServer2D::finish() { … }
void GodotNavigationServer2D::parse_source_geometry_data(const Ref<NavigationPolygon> &p_navigation_mesh, const Ref<NavigationMeshSourceGeometryData2D> &p_source_geometry_data, Node *p_root_node, const Callable &p_callback) { … }
void GodotNavigationServer2D::bake_from_source_geometry_data(const Ref<NavigationPolygon> &p_navigation_mesh, const Ref<NavigationMeshSourceGeometryData2D> &p_source_geometry_data, const Callable &p_callback) { … }
void GodotNavigationServer2D::bake_from_source_geometry_data_async(const Ref<NavigationPolygon> &p_navigation_mesh, const Ref<NavigationMeshSourceGeometryData2D> &p_source_geometry_data, const Callable &p_callback) { … }
bool GodotNavigationServer2D::is_baking_navigation_polygon(Ref<NavigationPolygon> p_navigation_polygon) const { … }
Vector<Vector2> GodotNavigationServer2D::simplify_path(const Vector<Vector2> &p_path, real_t p_epsilon) { … }
GodotNavigationServer2D::GodotNavigationServer2D() { … }
GodotNavigationServer2D::~GodotNavigationServer2D() { … }
TypedArray<RID> FORWARD_0_C(get_maps);
TypedArray<RID> FORWARD_1_C(map_get_links, RID, p_map, rid_to_rid);
TypedArray<RID> FORWARD_1_C(map_get_regions, RID, p_map, rid_to_rid);
TypedArray<RID> FORWARD_1_C(map_get_agents, RID, p_map, rid_to_rid);
TypedArray<RID> FORWARD_1_C(map_get_obstacles, RID, p_map, rid_to_rid);
class RID FORWARD_1_C(region_get_map, RID, p_region, rid_to_rid);
class RID FORWARD_1_C(agent_get_map, RID, p_agent, rid_to_rid);
class RID FORWARD_0(map_create);
void FORWARD_2(map_set_active, RID, p_map, bool, p_active, rid_to_rid, bool_to_bool);
bool FORWARD_1_C(map_is_active, RID, p_map, rid_to_rid);
void GodotNavigationServer2D::map_force_update(RID p_map) { … }
uint32_t GodotNavigationServer2D::map_get_iteration_id(RID p_map) const { … }
void FORWARD_2(map_set_cell_size, RID, p_map, real_t, p_cell_size, rid_to_rid, real_to_real);
real_t FORWARD_1_C(map_get_cell_size, RID, p_map, rid_to_rid);
void FORWARD_2(map_set_use_edge_connections, RID, p_map, bool, p_enabled, rid_to_rid, bool_to_bool);
bool FORWARD_1_C(map_get_use_edge_connections, RID, p_map, rid_to_rid);
void FORWARD_2(map_set_edge_connection_margin, RID, p_map, real_t, p_connection_margin, rid_to_rid, real_to_real);
real_t FORWARD_1_C(map_get_edge_connection_margin, RID, p_map, rid_to_rid);
void FORWARD_2(map_set_link_connection_radius, RID, p_map, real_t, p_connection_radius, rid_to_rid, real_to_real);
real_t FORWARD_1_C(map_get_link_connection_radius, RID, p_map, rid_to_rid);
Vector<Vector2> FORWARD_5_R_C(vector_v3_to_v2, map_get_path, RID, p_map, Vector2, p_origin, Vector2, p_destination, bool, p_optimize, uint32_t, p_layers, rid_to_rid, v2_to_v3, v2_to_v3, bool_to_bool, uint32_to_uint32);
Vector2 FORWARD_2_R_C(v3_to_v2, map_get_closest_point, RID, p_map, const Vector2 &, p_point, rid_to_rid, v2_to_v3);
RID FORWARD_2_C(map_get_closest_point_owner, RID, p_map, const Vector2 &, p_point, rid_to_rid, v2_to_v3);
Vector2 GodotNavigationServer2D::map_get_random_point(RID p_map, uint32_t p_naviation_layers, bool p_uniformly) const { … }
class RID FORWARD_0(region_create);
void FORWARD_2(region_set_enabled, RID, p_region, bool, p_enabled, rid_to_rid, bool_to_bool);
bool FORWARD_1_C(region_get_enabled, RID, p_region, rid_to_rid);
void FORWARD_2(region_set_use_edge_connections, RID, p_region, bool, p_enabled, rid_to_rid, bool_to_bool);
bool FORWARD_1_C(region_get_use_edge_connections, RID, p_region, rid_to_rid);
void FORWARD_2(region_set_enter_cost, RID, p_region, real_t, p_enter_cost, rid_to_rid, real_to_real);
real_t FORWARD_1_C(region_get_enter_cost, RID, p_region, rid_to_rid);
void FORWARD_2(region_set_travel_cost, RID, p_region, real_t, p_travel_cost, rid_to_rid, real_to_real);
real_t FORWARD_1_C(region_get_travel_cost, RID, p_region, rid_to_rid);
void FORWARD_2(region_set_owner_id, RID, p_region, ObjectID, p_owner_id, rid_to_rid, id_to_id);
class ObjectID FORWARD_1_C(region_get_owner_id, RID, p_region, rid_to_rid);
bool FORWARD_2_C(region_owns_point, RID, p_region, const Vector2 &, p_point, rid_to_rid, v2_to_v3);
void FORWARD_2(region_set_map, RID, p_region, RID, p_map, rid_to_rid, rid_to_rid);
void FORWARD_2(region_set_navigation_layers, RID, p_region, uint32_t, p_navigation_layers, rid_to_rid, uint32_to_uint32);
uint32_t FORWARD_1_C(region_get_navigation_layers, RID, p_region, rid_to_rid);
void FORWARD_2(region_set_transform, RID, p_region, Transform2D, p_transform, rid_to_rid, trf2_to_trf3);
Transform2D GodotNavigationServer2D::region_get_transform(RID p_region) const { … }
void GodotNavigationServer2D::region_set_navigation_polygon(RID p_region, Ref<NavigationPolygon> p_navigation_polygon) { … }
int FORWARD_1_C(region_get_connections_count, RID, p_region, rid_to_rid);
Vector2 FORWARD_2_R_C(v3_to_v2, region_get_connection_pathway_start, RID, p_region, int, p_connection_id, rid_to_rid, int_to_int);
Vector2 FORWARD_2_R_C(v3_to_v2, region_get_connection_pathway_end, RID, p_region, int, p_connection_id, rid_to_rid, int_to_int);
Vector2 GodotNavigationServer2D::region_get_closest_point(RID p_region, const Vector2 &p_point) const { … }
Vector2 GodotNavigationServer2D::region_get_random_point(RID p_region, uint32_t p_navigation_layers, bool p_uniformly) const { … }
class RID FORWARD_0(link_create);
void FORWARD_2(link_set_map, RID, p_link, RID, p_map, rid_to_rid, rid_to_rid);
class RID FORWARD_1_C(link_get_map, RID, p_link, rid_to_rid);
void FORWARD_2(link_set_enabled, RID, p_link, bool, p_enabled, rid_to_rid, bool_to_bool);
bool FORWARD_1_C(link_get_enabled, RID, p_link, rid_to_rid);
void FORWARD_2(link_set_bidirectional, RID, p_link, bool, p_bidirectional, rid_to_rid, bool_to_bool);
bool FORWARD_1_C(link_is_bidirectional, RID, p_link, rid_to_rid);
void FORWARD_2(link_set_navigation_layers, RID, p_link, uint32_t, p_navigation_layers, rid_to_rid, uint32_to_uint32);
uint32_t FORWARD_1_C(link_get_navigation_layers, RID, p_link, rid_to_rid);
void FORWARD_2(link_set_start_position, RID, p_link, Vector2, p_position, rid_to_rid, v2_to_v3);
struct Vector2 FORWARD_1_R_C(v3_to_v2, link_get_start_position, RID, p_link, rid_to_rid);
void FORWARD_2(link_set_end_position, RID, p_link, Vector2, p_position, rid_to_rid, v2_to_v3);
struct Vector2 FORWARD_1_R_C(v3_to_v2, link_get_end_position, RID, p_link, rid_to_rid);
void FORWARD_2(link_set_enter_cost, RID, p_link, real_t, p_enter_cost, rid_to_rid, real_to_real);
real_t FORWARD_1_C(link_get_enter_cost, RID, p_link, rid_to_rid);
void FORWARD_2(link_set_travel_cost, RID, p_link, real_t, p_travel_cost, rid_to_rid, real_to_real);
real_t FORWARD_1_C(link_get_travel_cost, RID, p_link, rid_to_rid);
void FORWARD_2(link_set_owner_id, RID, p_link, ObjectID, p_owner_id, rid_to_rid, id_to_id);
class ObjectID FORWARD_1_C(link_get_owner_id, RID, p_link, rid_to_rid);
RID GodotNavigationServer2D::agent_create() { … }
void FORWARD_2(agent_set_avoidance_enabled, RID, p_agent, bool, p_enabled, rid_to_rid, bool_to_bool);
bool FORWARD_1_C(agent_get_avoidance_enabled, RID, p_agent, rid_to_rid);
void FORWARD_2(agent_set_map, RID, p_agent, RID, p_map, rid_to_rid, rid_to_rid);
void FORWARD_2(agent_set_neighbor_distance, RID, p_agent, real_t, p_dist, rid_to_rid, real_to_real);
real_t GodotNavigationServer2D::agent_get_neighbor_distance(RID p_agent) const { … }
void FORWARD_2(agent_set_max_neighbors, RID, p_agent, int, p_count, rid_to_rid, int_to_int);
int GodotNavigationServer2D::agent_get_max_neighbors(RID p_agent) const { … }
void FORWARD_2(agent_set_time_horizon_agents, RID, p_agent, real_t, p_time_horizon, rid_to_rid, real_to_real);
real_t GodotNavigationServer2D::agent_get_time_horizon_agents(RID p_agent) const { … }
void FORWARD_2(agent_set_time_horizon_obstacles, RID, p_agent, real_t, p_time_horizon, rid_to_rid, real_to_real);
real_t GodotNavigationServer2D::agent_get_time_horizon_obstacles(RID p_agent) const { … }
void FORWARD_2(agent_set_radius, RID, p_agent, real_t, p_radius, rid_to_rid, real_to_real);
real_t GodotNavigationServer2D::agent_get_radius(RID p_agent) const { … }
void FORWARD_2(agent_set_max_speed, RID, p_agent, real_t, p_max_speed, rid_to_rid, real_to_real);
real_t GodotNavigationServer2D::agent_get_max_speed(RID p_agent) const { … }
void FORWARD_2(agent_set_velocity_forced, RID, p_agent, Vector2, p_velocity, rid_to_rid, v2_to_v3);
void FORWARD_2(agent_set_velocity, RID, p_agent, Vector2, p_velocity, rid_to_rid, v2_to_v3);
Vector2 GodotNavigationServer2D::agent_get_velocity(RID p_agent) const { … }
void FORWARD_2(agent_set_position, RID, p_agent, Vector2, p_position, rid_to_rid, v2_to_v3);
Vector2 GodotNavigationServer2D::agent_get_position(RID p_agent) const { … }
bool FORWARD_1_C(agent_is_map_changed, RID, p_agent, rid_to_rid);
void FORWARD_2(agent_set_paused, RID, p_agent, bool, p_paused, rid_to_rid, bool_to_bool);
bool FORWARD_1_C(agent_get_paused, RID, p_agent, rid_to_rid);
void GodotNavigationServer2D::free(RID p_object) { … }
void FORWARD_2(agent_set_avoidance_callback, RID, p_agent, Callable, p_callback, rid_to_rid, callable_to_callable);
bool GodotNavigationServer2D::agent_has_avoidance_callback(RID p_agent) const { … }
void FORWARD_2(agent_set_avoidance_layers, RID, p_agent, uint32_t, p_layers, rid_to_rid, uint32_to_uint32);
uint32_t GodotNavigationServer2D::agent_get_avoidance_layers(RID p_agent) const { … }
void FORWARD_2(agent_set_avoidance_mask, RID, p_agent, uint32_t, p_mask, rid_to_rid, uint32_to_uint32);
uint32_t GodotNavigationServer2D::agent_get_avoidance_mask(RID p_agent) const { … }
void FORWARD_2(agent_set_avoidance_priority, RID, p_agent, real_t, p_priority, rid_to_rid, real_to_real);
real_t GodotNavigationServer2D::agent_get_avoidance_priority(RID p_agent) const { … }
RID GodotNavigationServer2D::obstacle_create() { … }
void FORWARD_2(obstacle_set_avoidance_enabled, RID, p_obstacle, bool, p_enabled, rid_to_rid, bool_to_bool);
bool FORWARD_1_C(obstacle_get_avoidance_enabled, RID, p_obstacle, rid_to_rid);
void FORWARD_2(obstacle_set_map, RID, p_obstacle, RID, p_map, rid_to_rid, rid_to_rid);
class RID FORWARD_1_C(obstacle_get_map, RID, p_obstacle, rid_to_rid);
void FORWARD_2(obstacle_set_paused, RID, p_obstacle, bool, p_paused, rid_to_rid, bool_to_bool);
bool FORWARD_1_C(obstacle_get_paused, RID, p_obstacle, rid_to_rid);
void FORWARD_2(obstacle_set_radius, RID, p_obstacle, real_t, p_radius, rid_to_rid, real_to_real);
real_t GodotNavigationServer2D::obstacle_get_radius(RID p_obstacle) const { … }
void FORWARD_2(obstacle_set_velocity, RID, p_obstacle, Vector2, p_velocity, rid_to_rid, v2_to_v3);
Vector2 GodotNavigationServer2D::obstacle_get_velocity(RID p_obstacle) const { … }
void FORWARD_2(obstacle_set_position, RID, p_obstacle, Vector2, p_position, rid_to_rid, v2_to_v3);
Vector2 GodotNavigationServer2D::obstacle_get_position(RID p_obstacle) const { … }
void FORWARD_2(obstacle_set_avoidance_layers, RID, p_obstacle, uint32_t, p_layers, rid_to_rid, uint32_to_uint32);
uint32_t GodotNavigationServer2D::obstacle_get_avoidance_layers(RID p_obstacle) const { … }
void GodotNavigationServer2D::obstacle_set_vertices(RID p_obstacle, const Vector<Vector2> &p_vertices) { … }
Vector<Vector2> GodotNavigationServer2D::obstacle_get_vertices(RID p_obstacle) const { … }
void GodotNavigationServer2D::query_path(const Ref<NavigationPathQueryParameters2D> &p_query_parameters, Ref<NavigationPathQueryResult2D> p_query_result) const { … }
RID GodotNavigationServer2D::source_geometry_parser_create() { … }
void GodotNavigationServer2D::source_geometry_parser_set_callback(RID p_parser, const Callable &p_callback) { … }