godot/scene/resources/navigation_mesh.cpp

/**************************************************************************/
/*  navigation_mesh.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_mesh.h"

#ifdef DEBUG_ENABLED
#include "servers/navigation_server_3d.h"
#endif // DEBUG_ENABLED

void NavigationMesh::create_from_mesh(const Ref<Mesh> &p_mesh) {}

void NavigationMesh::set_sample_partition_type(SamplePartitionType p_value) {}

NavigationMesh::SamplePartitionType NavigationMesh::get_sample_partition_type() const {}

void NavigationMesh::set_parsed_geometry_type(ParsedGeometryType p_value) {}

NavigationMesh::ParsedGeometryType NavigationMesh::get_parsed_geometry_type() const {}

void NavigationMesh::set_collision_mask(uint32_t p_mask) {}

uint32_t NavigationMesh::get_collision_mask() const {}

void NavigationMesh::set_collision_mask_value(int p_layer_number, bool p_value) {}

bool NavigationMesh::get_collision_mask_value(int p_layer_number) const {}

void NavigationMesh::set_source_geometry_mode(SourceGeometryMode p_geometry_mode) {}

NavigationMesh::SourceGeometryMode NavigationMesh::get_source_geometry_mode() const {}

void NavigationMesh::set_source_group_name(const StringName &p_group_name) {}

StringName NavigationMesh::get_source_group_name() const {}

void NavigationMesh::set_cell_size(float p_value) {}

float NavigationMesh::get_cell_size() const {}

void NavigationMesh::set_cell_height(float p_value) {}

float NavigationMesh::get_cell_height() const {}

void NavigationMesh::set_border_size(float p_value) {}

float NavigationMesh::get_border_size() const {}

void NavigationMesh::set_agent_height(float p_value) {}

float NavigationMesh::get_agent_height() const {}

void NavigationMesh::set_agent_radius(float p_value) {}

float NavigationMesh::get_agent_radius() {}

void NavigationMesh::set_agent_max_climb(float p_value) {}

float NavigationMesh::get_agent_max_climb() const {}

void NavigationMesh::set_agent_max_slope(float p_value) {}

float NavigationMesh::get_agent_max_slope() const {}

void NavigationMesh::set_region_min_size(float p_value) {}

float NavigationMesh::get_region_min_size() const {}

void NavigationMesh::set_region_merge_size(float p_value) {}

float NavigationMesh::get_region_merge_size() const {}

void NavigationMesh::set_edge_max_length(float p_value) {}

float NavigationMesh::get_edge_max_length() const {}

void NavigationMesh::set_edge_max_error(float p_value) {}

float NavigationMesh::get_edge_max_error() const {}

void NavigationMesh::set_vertices_per_polygon(float p_value) {}

float NavigationMesh::get_vertices_per_polygon() const {}

void NavigationMesh::set_detail_sample_distance(float p_value) {}

float NavigationMesh::get_detail_sample_distance() const {}

void NavigationMesh::set_detail_sample_max_error(float p_value) {}

float NavigationMesh::get_detail_sample_max_error() const {}

void NavigationMesh::set_filter_low_hanging_obstacles(bool p_value) {}

bool NavigationMesh::get_filter_low_hanging_obstacles() const {}

void NavigationMesh::set_filter_ledge_spans(bool p_value) {}

bool NavigationMesh::get_filter_ledge_spans() const {}

void NavigationMesh::set_filter_walkable_low_height_spans(bool p_value) {}

bool NavigationMesh::get_filter_walkable_low_height_spans() const {}

void NavigationMesh::set_filter_baking_aabb(const AABB &p_aabb) {}

AABB NavigationMesh::get_filter_baking_aabb() const {}

void NavigationMesh::set_filter_baking_aabb_offset(const Vector3 &p_aabb_offset) {}

Vector3 NavigationMesh::get_filter_baking_aabb_offset() const {}

void NavigationMesh::set_vertices(const Vector<Vector3> &p_vertices) {}

Vector<Vector3> NavigationMesh::get_vertices() const {}

void NavigationMesh::_set_polygons(const Array &p_array) {}

Array NavigationMesh::_get_polygons() const {}

void NavigationMesh::set_polygons(const Vector<Vector<int>> &p_polygons) {}

Vector<Vector<int>> NavigationMesh::get_polygons() const {}

void NavigationMesh::add_polygon(const Vector<int> &p_polygon) {}

int NavigationMesh::get_polygon_count() const {}

Vector<int> NavigationMesh::get_polygon(int p_idx) {}

void NavigationMesh::clear_polygons() {}

void NavigationMesh::clear() {}

void NavigationMesh::set_data(const Vector<Vector3> &p_vertices, const Vector<Vector<int>> &p_polygons) {}

void NavigationMesh::get_data(Vector<Vector3> &r_vertices, Vector<Vector<int>> &r_polygons) {}

#ifdef DEBUG_ENABLED
Ref<ArrayMesh> NavigationMesh::get_debug_mesh() {}
#endif // DEBUG_ENABLED

void NavigationMesh::_bind_methods() {}

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

#ifndef DISABLE_DEPRECATED
bool NavigationMesh::_set(const StringName &p_name, const Variant &p_value) {}

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