1 /**
2 2D 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.navigation2d;
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.node2d;
25 import godot.navigationpolygon;
26 /**
27 2D navigation and pathfinding node.
28 
29 Navigation2D provides navigation and pathfinding within a 2D area, specified as a collection of $(D NavigationPolygon) resources. By default, these are automatically collected from child $(D NavigationPolygonInstance) nodes, but they can also be added on the fly with $(D navpolyAdd).
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 Navigation2D
33 {
34 	package(godot) enum string _GODOT_internal_name = "Navigation2D";
35 public:
36 @nogc nothrow:
37 	union { /** */ godot_object _godot_object; /** */ Node2D _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!(Vector2, Vector2) getClosestPoint;
45 		@GodotName("get_closest_point_owner") GodotMethod!(GodotObject, Vector2) getClosestPointOwner;
46 		@GodotName("get_simple_path") GodotMethod!(PoolVector2Array, Vector2, Vector2, bool) getSimplePath;
47 		@GodotName("navpoly_add") GodotMethod!(long, NavigationPolygon, Transform2D, GodotObject) navpolyAdd;
48 		@GodotName("navpoly_remove") GodotMethod!(void, long) navpolyRemove;
49 		@GodotName("navpoly_set_transform") GodotMethod!(void, long, Transform2D) navpolySetTransform;
50 	}
51 	/// 
52 	pragma(inline, true) bool opEquals(in Navigation2D other) const
53 	{ return _godot_object.ptr is other._godot_object.ptr; }
54 	/// 
55 	pragma(inline, true) typeof(null) opAssign(typeof(null) n)
56 	{ _godot_object.ptr = n; return null; }
57 	/// 
58 	pragma(inline, true) bool opEquals(typeof(null) n) const
59 	{ return _godot_object.ptr is n; }
60 	/// 
61 	size_t toHash() const @trusted { return cast(size_t)_godot_object.ptr; }
62 	mixin baseCasts;
63 	/// Construct a new instance of Navigation2D.
64 	/// Note: use `memnew!Navigation2D` instead.
65 	static Navigation2D _new()
66 	{
67 		static godot_class_constructor constructor;
68 		if(constructor is null) constructor = _godot_api.godot_get_class_constructor("Navigation2D");
69 		if(constructor is null) return typeof(this).init;
70 		return cast(Navigation2D)(constructor());
71 	}
72 	@disable new(size_t s);
73 	/**
74 	Returns the navigation point closest to the point given. Points are in local coordinate space.
75 	*/
76 	Vector2 getClosestPoint(in Vector2 to_point)
77 	{
78 		checkClassBinding!(typeof(this))();
79 		return ptrcall!(Vector2)(GDNativeClassBinding.getClosestPoint, _godot_object, to_point);
80 	}
81 	/**
82 	Returns the owner of the $(D NavigationPolygon) which contains the navigation point closest to the point given. This is usually a $(D NavigationPolygonInstance). For polygons added via $(D navpolyAdd), returns the owner that was given (or `null` if the `owner` parameter was omitted).
83 	*/
84 	GodotObject getClosestPointOwner(in Vector2 to_point)
85 	{
86 		checkClassBinding!(typeof(this))();
87 		return ptrcall!(GodotObject)(GDNativeClassBinding.getClosestPointOwner, _godot_object, to_point);
88 	}
89 	/**
90 	Returns the path between two given points. Points are in local coordinate space. If `optimize` is `true` (the default), the path is smoothed by merging path segments where possible.
91 	$(B Note:) This method has known issues and will often return non-optimal paths. These issues will be fixed in Godot 4.0.
92 	*/
93 	PoolVector2Array getSimplePath(in Vector2 start, in Vector2 end, in bool optimize = true)
94 	{
95 		checkClassBinding!(typeof(this))();
96 		return ptrcall!(PoolVector2Array)(GDNativeClassBinding.getSimplePath, _godot_object, start, end, optimize);
97 	}
98 	/**
99 	Adds a $(D NavigationPolygon). Returns an ID for use with $(D navpolyRemove) or $(D navpolySetTransform). If given, a $(D Transform2D) is applied to the polygon. The optional `owner` is used as return value for $(D getClosestPointOwner).
100 	*/
101 	long navpolyAdd(NavigationPolygon mesh, in Transform2D xform, GodotObject owner = GodotObject.init)
102 	{
103 		checkClassBinding!(typeof(this))();
104 		return ptrcall!(long)(GDNativeClassBinding.navpolyAdd, _godot_object, mesh, xform, owner);
105 	}
106 	/**
107 	Removes the $(D NavigationPolygon) with the given ID.
108 	*/
109 	void navpolyRemove(in long id)
110 	{
111 		checkClassBinding!(typeof(this))();
112 		ptrcall!(void)(GDNativeClassBinding.navpolyRemove, _godot_object, id);
113 	}
114 	/**
115 	Sets the transform applied to the $(D NavigationPolygon) with the given ID.
116 	*/
117 	void navpolySetTransform(in long id, in Transform2D xform)
118 	{
119 		checkClassBinding!(typeof(this))();
120 		ptrcall!(void)(GDNativeClassBinding.navpolySetTransform, _godot_object, id, xform);
121 	}
122 }