1 /** 2 Mesh-based navigation and pathfinding node. 3 4 Copyright: 5 Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. 6 Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) 7 Copyright (c) 2017-2018 Godot-D contributors 8 9 License: $(LINK2 https://opensource.org/licenses/MIT, MIT License) 10 11 12 */ 13 module godot.navigation; 14 import std.meta : AliasSeq, staticIndexOf; 15 import std.traits : Unqual; 16 import godot.d.meta; 17 import godot.core; 18 import godot.c; 19 import godot.d.bind; 20 import godot.d.reference; 21 import godot.object; 22 import godot.classdb; 23 import godot.spatial; 24 import godot.navigationmesh; 25 import godot.node; 26 /** 27 Mesh-based navigation and pathfinding node. 28 29 Provides navigation and pathfinding within a collection of $(D NavigationMesh)es. By default these will be automatically collected from child $(D NavigationMeshInstance) nodes, but they can also be added on the fly with $(D navmeshAdd). In addition to basic pathfinding, this class also assists with aligning navigation agents with the meshes they are navigating on. 30 */ 31 @GodotBaseClass struct Navigation 32 { 33 enum string _GODOT_internal_name = "Navigation"; 34 public: 35 @nogc nothrow: 36 union { godot_object _godot_object; Spatial _GODOT_base; } 37 alias _GODOT_base this; 38 alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses); 39 package(godot) __gshared bool _classBindingInitialized = false; 40 package(godot) static struct _classBinding 41 { 42 __gshared: 43 @GodotName("navmesh_add") GodotMethod!(long, NavigationMesh, Transform, GodotObject) navmeshAdd; 44 @GodotName("navmesh_set_transform") GodotMethod!(void, long, Transform) navmeshSetTransform; 45 @GodotName("navmesh_remove") GodotMethod!(void, long) navmeshRemove; 46 @GodotName("get_simple_path") GodotMethod!(PoolVector3Array, Vector3, Vector3, bool) getSimplePath; 47 @GodotName("get_closest_point_to_segment") GodotMethod!(Vector3, Vector3, Vector3, bool) getClosestPointToSegment; 48 @GodotName("get_closest_point") GodotMethod!(Vector3, Vector3) getClosestPoint; 49 @GodotName("get_closest_point_normal") GodotMethod!(Vector3, Vector3) getClosestPointNormal; 50 @GodotName("get_closest_point_owner") GodotMethod!(GodotObject, Vector3) getClosestPointOwner; 51 @GodotName("set_up_vector") GodotMethod!(void, Vector3) setUpVector; 52 @GodotName("get_up_vector") GodotMethod!(Vector3) getUpVector; 53 } 54 bool opEquals(in Navigation other) const { return _godot_object.ptr is other._godot_object.ptr; } 55 Navigation opAssign(T : typeof(null))(T n) { _godot_object.ptr = null; } 56 bool opEquals(typeof(null) n) const { return _godot_object.ptr is null; } 57 mixin baseCasts; 58 static Navigation _new() 59 { 60 static godot_class_constructor constructor; 61 if(constructor is null) constructor = _godot_api.godot_get_class_constructor("Navigation"); 62 if(constructor is null) return typeof(this).init; 63 return cast(Navigation)(constructor()); 64 } 65 @disable new(size_t s); 66 /** 67 Adds a $(D NavigationMesh). Returns an ID for use with $(D navmeshRemove) or $(D navmeshSetTransform). If given, a $(D Transform2D) is applied to the polygon. The optional `owner` is used as return value for $(D getClosestPointOwner). 68 */ 69 long navmeshAdd(NavigationMesh mesh, in Transform xform, GodotObject owner = GodotObject.init) 70 { 71 checkClassBinding!(typeof(this))(); 72 return ptrcall!(long)(_classBinding.navmeshAdd, _godot_object, mesh, xform, owner); 73 } 74 /** 75 Sets the transform applied to the $(D NavigationMesh) with the given ID. 76 */ 77 void navmeshSetTransform(in long id, in Transform xform) 78 { 79 checkClassBinding!(typeof(this))(); 80 ptrcall!(void)(_classBinding.navmeshSetTransform, _godot_object, id, xform); 81 } 82 /** 83 Removes the $(D NavigationMesh) with the given ID. 84 */ 85 void navmeshRemove(in long id) 86 { 87 checkClassBinding!(typeof(this))(); 88 ptrcall!(void)(_classBinding.navmeshRemove, _godot_object, id); 89 } 90 /** 91 Returns the path between two given points. Points are in local coordinate space. If `optimize` is `true` (the default), the agent properties associated with each $(D NavigationMesh) (raidus, height, etc.) are considered in the path calculation, otherwise they are ignored. 92 */ 93 PoolVector3Array getSimplePath(in Vector3 start, in Vector3 end, in bool optimize = true) 94 { 95 checkClassBinding!(typeof(this))(); 96 return ptrcall!(PoolVector3Array)(_classBinding.getSimplePath, _godot_object, start, end, optimize); 97 } 98 /** 99 Returns the navigation point closest to the given line segment. When enabling `use_collision`, only considers intersection points between segment and navigation meshes. If multiple intersection points are found, the one closest to the segment start point is returned. 100 */ 101 Vector3 getClosestPointToSegment(in Vector3 start, in Vector3 end, in bool use_collision = false) 102 { 103 checkClassBinding!(typeof(this))(); 104 return ptrcall!(Vector3)(_classBinding.getClosestPointToSegment, _godot_object, start, end, use_collision); 105 } 106 /** 107 Returns the navigation point closest to the point given. Points are in local coordinate space. 108 */ 109 Vector3 getClosestPoint(in Vector3 to_point) 110 { 111 checkClassBinding!(typeof(this))(); 112 return ptrcall!(Vector3)(_classBinding.getClosestPoint, _godot_object, to_point); 113 } 114 /** 115 Returns the surface normal at the navigation point closest to the point given. Useful for rotating a navigation agent according to the navigation mesh it moves on. 116 */ 117 Vector3 getClosestPointNormal(in Vector3 to_point) 118 { 119 checkClassBinding!(typeof(this))(); 120 return ptrcall!(Vector3)(_classBinding.getClosestPointNormal, _godot_object, to_point); 121 } 122 /** 123 Returns the owner of the $(D NavigationMesh) which contains the navigation point closest to the point given. This is usually a $(D NavigtionMeshInstance). For meshes added via $(D navmeshAdd), returns the owner that was given (or `null` if the `owner` parameter was omitted). 124 */ 125 GodotObject getClosestPointOwner(in Vector3 to_point) 126 { 127 checkClassBinding!(typeof(this))(); 128 return ptrcall!(GodotObject)(_classBinding.getClosestPointOwner, _godot_object, to_point); 129 } 130 /** 131 132 */ 133 void setUpVector(in Vector3 up) 134 { 135 checkClassBinding!(typeof(this))(); 136 ptrcall!(void)(_classBinding.setUpVector, _godot_object, up); 137 } 138 /** 139 140 */ 141 Vector3 getUpVector() const 142 { 143 checkClassBinding!(typeof(this))(); 144 return ptrcall!(Vector3)(_classBinding.getUpVector, _godot_object); 145 } 146 /** 147 Defines which direction is up. By default this is `(0, 1, 0)`, which is the world up direction. 148 */ 149 @property Vector3 upVector() 150 { 151 return getUpVector(); 152 } 153 /// ditto 154 @property void upVector(Vector3 v) 155 { 156 setUpVector(v); 157 } 158 }