#include "navigation_agent_2d.h"
#include "core/math/geometry_2d.h"
#include "scene/2d/navigation_link_2d.h"
#include "scene/resources/world_2d.h"
#include "servers/navigation_server_2d.h"
void NavigationAgent2D::_bind_methods() { … }
#ifndef DISABLE_DEPRECATED
bool NavigationAgent2D::_set(const StringName &p_name, const Variant &p_value) { … }
bool NavigationAgent2D::_get(const StringName &p_name, Variant &r_ret) const { … }
#endif
void NavigationAgent2D::_notification(int p_what) { … }
NavigationAgent2D::NavigationAgent2D() { … }
NavigationAgent2D::~NavigationAgent2D() { … }
void NavigationAgent2D::set_avoidance_enabled(bool p_enabled) { … }
bool NavigationAgent2D::get_avoidance_enabled() const { … }
void NavigationAgent2D::set_agent_parent(Node *p_agent_parent) { … }
void NavigationAgent2D::set_navigation_layers(uint32_t p_navigation_layers) { … }
uint32_t NavigationAgent2D::get_navigation_layers() const { … }
void NavigationAgent2D::set_navigation_layer_value(int p_layer_number, bool p_value) { … }
bool NavigationAgent2D::get_navigation_layer_value(int p_layer_number) const { … }
void NavigationAgent2D::set_pathfinding_algorithm(const NavigationPathQueryParameters2D::PathfindingAlgorithm p_pathfinding_algorithm) { … }
void NavigationAgent2D::set_path_postprocessing(const NavigationPathQueryParameters2D::PathPostProcessing p_path_postprocessing) { … }
void NavigationAgent2D::set_simplify_path(bool p_enabled) { … }
bool NavigationAgent2D::get_simplify_path() const { … }
void NavigationAgent2D::set_simplify_epsilon(real_t p_epsilon) { … }
real_t NavigationAgent2D::get_simplify_epsilon() const { … }
void NavigationAgent2D::set_path_metadata_flags(BitField<NavigationPathQueryParameters2D::PathMetadataFlags> p_path_metadata_flags) { … }
void NavigationAgent2D::set_navigation_map(RID p_navigation_map) { … }
RID NavigationAgent2D::get_navigation_map() const { … }
void NavigationAgent2D::set_path_desired_distance(real_t p_path_desired_distance) { … }
void NavigationAgent2D::set_target_desired_distance(real_t p_target_desired_distance) { … }
void NavigationAgent2D::set_radius(real_t p_radius) { … }
void NavigationAgent2D::set_neighbor_distance(real_t p_distance) { … }
void NavigationAgent2D::set_max_neighbors(int p_count) { … }
void NavigationAgent2D::set_time_horizon_agents(real_t p_time_horizon) { … }
void NavigationAgent2D::set_time_horizon_obstacles(real_t p_time_horizon) { … }
void NavigationAgent2D::set_max_speed(real_t p_max_speed) { … }
void NavigationAgent2D::set_path_max_distance(real_t p_path_max_distance) { … }
real_t NavigationAgent2D::get_path_max_distance() { … }
void NavigationAgent2D::set_target_position(Vector2 p_position) { … }
Vector2 NavigationAgent2D::get_target_position() const { … }
Vector2 NavigationAgent2D::get_next_path_position() { … }
real_t NavigationAgent2D::distance_to_target() const { … }
bool NavigationAgent2D::is_target_reached() const { … }
bool NavigationAgent2D::is_target_reachable() { … }
bool NavigationAgent2D::_is_target_reachable() const { … }
bool NavigationAgent2D::is_navigation_finished() { … }
Vector2 NavigationAgent2D::get_final_position() { … }
Vector2 NavigationAgent2D::_get_final_position() const { … }
void NavigationAgent2D::set_velocity_forced(Vector2 p_velocity) { … }
void NavigationAgent2D::set_velocity(const Vector2 p_velocity) { … }
void NavigationAgent2D::_avoidance_done(Vector3 p_new_velocity) { … }
PackedStringArray NavigationAgent2D::get_configuration_warnings() const { … }
void NavigationAgent2D::_update_navigation() { … }
void NavigationAgent2D::_advance_waypoints(const Vector2 &p_origin) { … }
void NavigationAgent2D::_request_repath() { … }
bool NavigationAgent2D::_is_last_waypoint() const { … }
void NavigationAgent2D::_move_to_next_waypoint() { … }
bool NavigationAgent2D::_is_within_waypoint_distance(const Vector2 &p_origin) const { … }
bool NavigationAgent2D::_is_within_target_distance(const Vector2 &p_origin) const { … }
void NavigationAgent2D::_trigger_waypoint_reached() { … }
void NavigationAgent2D::_transition_to_navigation_finished() { … }
void NavigationAgent2D::_transition_to_target_reached() { … }
void NavigationAgent2D::set_avoidance_layers(uint32_t p_layers) { … }
uint32_t NavigationAgent2D::get_avoidance_layers() const { … }
void NavigationAgent2D::set_avoidance_mask(uint32_t p_mask) { … }
uint32_t NavigationAgent2D::get_avoidance_mask() const { … }
void NavigationAgent2D::set_avoidance_layer_value(int p_layer_number, bool p_value) { … }
bool NavigationAgent2D::get_avoidance_layer_value(int p_layer_number) const { … }
void NavigationAgent2D::set_avoidance_mask_value(int p_mask_number, bool p_value) { … }
bool NavigationAgent2D::get_avoidance_mask_value(int p_mask_number) const { … }
void NavigationAgent2D::set_avoidance_priority(real_t p_priority) { … }
real_t NavigationAgent2D::get_avoidance_priority() const { … }
void NavigationAgent2D::set_debug_enabled(bool p_enabled) { … }
bool NavigationAgent2D::get_debug_enabled() const { … }
void NavigationAgent2D::set_debug_use_custom(bool p_enabled) { … }
bool NavigationAgent2D::get_debug_use_custom() const { … }
void NavigationAgent2D::set_debug_path_custom_color(Color p_color) { … }
Color NavigationAgent2D::get_debug_path_custom_color() const { … }
void NavigationAgent2D::set_debug_path_custom_point_size(float p_point_size) { … }
float NavigationAgent2D::get_debug_path_custom_point_size() const { … }
void NavigationAgent2D::set_debug_path_custom_line_width(float p_line_width) { … }
float NavigationAgent2D::get_debug_path_custom_line_width() const { … }
#ifdef DEBUG_ENABLED
void NavigationAgent2D::_navigation_debug_changed() { … }
void NavigationAgent2D::_update_debug_path() { … }
#endif