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.traits;
17 import godot.core;
18 import godot.c;
19 import godot.d.bind;
20 import godot.d.reference;
21 import godot.globalenums;
22 import godot.object;
23 import godot.classdb;
24 import godot.spatial;
25 import godot.navigationmesh;
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 $(B Note:) The current navigation system has many known issues and will not always return optimal paths as expected. These issues will be fixed in Godot 4.0.
31 */
32 @GodotBaseClass struct Navigation
33 {
34 	package(godot) enum string _GODOT_internal_name = "Navigation";
35 public:
36 @nogc nothrow:
37 	union { /** */ godot_object _godot_object; /** */ Spatial _GODOT_base; }
38 	alias _GODOT_base this;
39 	alias BaseClasses = AliasSeq!(typeof(_GODOT_base), typeof(_GODOT_base).BaseClasses);
40 	package(godot) __gshared bool _classBindingInitialized = false;
41 	package(godot) static struct GDNativeClassBinding
42 	{
43 		__gshared:
44 		@GodotName("get_closest_point") GodotMethod!(Vector3, Vector3) getClosestPoint;
45 		@GodotName("get_closest_point_normal") GodotMethod!(Vector3, Vector3) getClosestPointNormal;
46 		@GodotName("get_closest_point_owner") GodotMethod!(GodotObject, Vector3) getClosestPointOwner;
47 		@GodotName("get_closest_point_to_segment") GodotMethod!(Vector3, Vector3, Vector3, bool) getClosestPointToSegment;
48 		@GodotName("get_simple_path") GodotMethod!(PoolVector3Array, Vector3, Vector3, bool) getSimplePath;
49 		@GodotName("get_up_vector") GodotMethod!(Vector3) getUpVector;
50 		@GodotName("navmesh_add") GodotMethod!(long, NavigationMesh, Transform, GodotObject) navmeshAdd;
51 		@GodotName("navmesh_remove") GodotMethod!(void, long) navmeshRemove;
52 		@GodotName("navmesh_set_transform") GodotMethod!(void, long, Transform) navmeshSetTransform;
53 		@GodotName("set_up_vector") GodotMethod!(void, Vector3) setUpVector;
54 	}
55 	/// 
56 	pragma(inline, true) bool opEquals(in Navigation other) const
57 	{ return _godot_object.ptr is other._godot_object.ptr; }
58 	/// 
59 	pragma(inline, true) typeof(null) opAssign(typeof(null) n)
60 	{ _godot_object.ptr = n; return null; }
61 	/// 
62 	pragma(inline, true) bool opEquals(typeof(null) n) const
63 	{ return _godot_object.ptr is n; }
64 	/// 
65 	size_t toHash() const @trusted { return cast(size_t)_godot_object.ptr; }
66 	mixin baseCasts;
67 	/// Construct a new instance of Navigation.
68 	/// Note: use `memnew!Navigation` instead.
69 	static Navigation _new()
70 	{
71 		static godot_class_constructor constructor;
72 		if(constructor is null) constructor = _godot_api.godot_get_class_constructor("Navigation");
73 		if(constructor is null) return typeof(this).init;
74 		return cast(Navigation)(constructor());
75 	}
76 	@disable new(size_t s);
77 	/**
78 	Returns the navigation point closest to the point given. Points are in local coordinate space.
79 	*/
80 	Vector3 getClosestPoint(in Vector3 to_point)
81 	{
82 		checkClassBinding!(typeof(this))();
83 		return ptrcall!(Vector3)(GDNativeClassBinding.getClosestPoint, _godot_object, to_point);
84 	}
85 	/**
86 	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.
87 	*/
88 	Vector3 getClosestPointNormal(in Vector3 to_point)
89 	{
90 		checkClassBinding!(typeof(this))();
91 		return ptrcall!(Vector3)(GDNativeClassBinding.getClosestPointNormal, _godot_object, to_point);
92 	}
93 	/**
94 	Returns the owner of the $(D NavigationMesh) which contains the navigation point closest to the point given. This is usually a $(D NavigationMeshInstance). For meshes added via $(D navmeshAdd), returns the owner that was given (or `null` if the `owner` parameter was omitted).
95 	*/
96 	GodotObject getClosestPointOwner(in Vector3 to_point)
97 	{
98 		checkClassBinding!(typeof(this))();
99 		return ptrcall!(GodotObject)(GDNativeClassBinding.getClosestPointOwner, _godot_object, to_point);
100 	}
101 	/**
102 	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.
103 	*/
104 	Vector3 getClosestPointToSegment(in Vector3 start, in Vector3 end, in bool use_collision = false)
105 	{
106 		checkClassBinding!(typeof(this))();
107 		return ptrcall!(Vector3)(GDNativeClassBinding.getClosestPointToSegment, _godot_object, start, end, use_collision);
108 	}
109 	/**
110 	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) (radius, height, etc.) are considered in the path calculation, otherwise they are ignored.
111 	$(B Note:) This method has known issues and will often return non-optimal paths. These issues will be fixed in Godot 4.0.
112 	*/
113 	PoolVector3Array getSimplePath(in Vector3 start, in Vector3 end, in bool optimize = true)
114 	{
115 		checkClassBinding!(typeof(this))();
116 		return ptrcall!(PoolVector3Array)(GDNativeClassBinding.getSimplePath, _godot_object, start, end, optimize);
117 	}
118 	/**
119 	
120 	*/
121 	Vector3 getUpVector() const
122 	{
123 		checkClassBinding!(typeof(this))();
124 		return ptrcall!(Vector3)(GDNativeClassBinding.getUpVector, _godot_object);
125 	}
126 	/**
127 	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).
128 	*/
129 	long navmeshAdd(NavigationMesh mesh, in Transform xform, GodotObject owner = GodotObject.init)
130 	{
131 		checkClassBinding!(typeof(this))();
132 		return ptrcall!(long)(GDNativeClassBinding.navmeshAdd, _godot_object, mesh, xform, owner);
133 	}
134 	/**
135 	Removes the $(D NavigationMesh) with the given ID.
136 	*/
137 	void navmeshRemove(in long id)
138 	{
139 		checkClassBinding!(typeof(this))();
140 		ptrcall!(void)(GDNativeClassBinding.navmeshRemove, _godot_object, id);
141 	}
142 	/**
143 	Sets the transform applied to the $(D NavigationMesh) with the given ID.
144 	*/
145 	void navmeshSetTransform(in long id, in Transform xform)
146 	{
147 		checkClassBinding!(typeof(this))();
148 		ptrcall!(void)(GDNativeClassBinding.navmeshSetTransform, _godot_object, id, xform);
149 	}
150 	/**
151 	
152 	*/
153 	void setUpVector(in Vector3 up)
154 	{
155 		checkClassBinding!(typeof(this))();
156 		ptrcall!(void)(GDNativeClassBinding.setUpVector, _godot_object, up);
157 	}
158 	/**
159 	Defines which direction is up. By default, this is `(0, 1, 0)`, which is the world's "up" direction.
160 	*/
161 	@property Vector3 upVector()
162 	{
163 		return getUpVector();
164 	}
165 	/// ditto
166 	@property void upVector(Vector3 v)
167 	{
168 		setUpVector(v);
169 	}
170 }