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This commit changes the way C++ wrapper classes work. Previously, wrapper classes were merely wrapper *interfaces*. They used the `this` pointer to store the actual foreign Godot Object. With the NativeScript 1.1 extension it is now possible to have low-overhead language binding data attached to Objects. The C++ bindings use that feature to implement *proper* wrappers and enable regular C++ inheritance usage that way. Some things might still be buggy and untested, but the C++ SimpleDemo works with those changes.
56 lines
1.9 KiB
C++
56 lines
1.9 KiB
C++
#ifndef GODOT_CPP_ASTAR_HPP
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#define GODOT_CPP_ASTAR_HPP
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#include <gdnative_api_struct.gen.h>
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#include <stdint.h>
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#include <core/CoreTypes.hpp>
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#include <core/Ref.hpp>
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#include <Reference.hpp>
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namespace godot {
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class AStar : public Reference {
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public:
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static void *___get_type_tag();
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static void *___get_base_type_tag();
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static inline const char *___get_class_name() { return (const char *) "AStar"; }
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static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o); }
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// enums
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// constants
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static AStar *_new();
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// methods
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double _estimate_cost(const int64_t from_id, const int64_t to_id);
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double _compute_cost(const int64_t from_id, const int64_t to_id);
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int64_t get_available_point_id() const;
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void add_point(const int64_t id, const Vector3 position, const double weight_scale = 1);
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Vector3 get_point_position(const int64_t id) const;
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void set_point_position(const int64_t id, const Vector3 position);
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double get_point_weight_scale(const int64_t id) const;
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void set_point_weight_scale(const int64_t id, const double weight_scale);
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void remove_point(const int64_t id);
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bool has_point(const int64_t id) const;
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Array get_points();
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PoolIntArray get_point_connections(const int64_t id);
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void connect_points(const int64_t id, const int64_t to_id, const bool bidirectional = true);
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void disconnect_points(const int64_t id, const int64_t to_id);
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bool are_points_connected(const int64_t id, const int64_t to_id) const;
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void clear();
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int64_t get_closest_point(const Vector3 to_position) const;
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Vector3 get_closest_position_in_segment(const Vector3 to_position) const;
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PoolVector3Array get_point_path(const int64_t from_id, const int64_t to_id);
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PoolIntArray get_id_path(const int64_t from_id, const int64_t to_id);
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};
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}
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#endif |