#include "navigation_obstacle_2d.h"
#include "core/math/geometry_2d.h"
#include "scene/resources/world_2d.h"
#include "servers/navigation_server_2d.h"
#include "servers/navigation_server_3d.h"
void NavigationObstacle2D::_bind_methods() { … }
void NavigationObstacle2D::_notification(int p_what) { … }
NavigationObstacle2D::NavigationObstacle2D() { … }
NavigationObstacle2D::~NavigationObstacle2D() { … }
void NavigationObstacle2D::set_vertices(const Vector<Vector2> &p_vertices) { … }
void NavigationObstacle2D::set_navigation_map(RID p_navigation_map) { … }
RID NavigationObstacle2D::get_navigation_map() const { … }
void NavigationObstacle2D::set_radius(real_t p_radius) { … }
void NavigationObstacle2D::set_avoidance_layers(uint32_t p_layers) { … }
uint32_t NavigationObstacle2D::get_avoidance_layers() const { … }
void NavigationObstacle2D::set_avoidance_layer_value(int p_layer_number, bool p_value) { … }
bool NavigationObstacle2D::get_avoidance_layer_value(int p_layer_number) const { … }
void NavigationObstacle2D::set_avoidance_enabled(bool p_enabled) { … }
bool NavigationObstacle2D::get_avoidance_enabled() const { … }
void NavigationObstacle2D::set_velocity(const Vector2 p_velocity) { … }
void NavigationObstacle2D::set_affect_navigation_mesh(bool p_enabled) { … }
bool NavigationObstacle2D::get_affect_navigation_mesh() const { … }
void NavigationObstacle2D::set_carve_navigation_mesh(bool p_enabled) { … }
bool NavigationObstacle2D::get_carve_navigation_mesh() const { … }
void NavigationObstacle2D::_update_map(RID p_map) { … }
void NavigationObstacle2D::_update_position(const Vector2 p_position) { … }
#ifdef DEBUG_ENABLED
void NavigationObstacle2D::_update_fake_agent_radius_debug() { … }
#endif
#ifdef DEBUG_ENABLED
void NavigationObstacle2D::_update_static_obstacle_debug() { … }
#endif