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Little Bits
-=-=-=-=-=- -Fixed small bugs all around -Added ability to show/hide entire sections of the spatial (3D) tree -WIP new vehicle (not ready yet) based on Bullet
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@@ -103,6 +103,8 @@ class Navigation : public Spatial {
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return Vector3(p_point.x,p_point.y,p_point.z)*cell_size;
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}
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void _navmesh_link(int p_id);
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void _navmesh_unlink(int p_id);
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@@ -110,18 +112,23 @@ class Navigation : public Spatial {
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Map<int,NavMesh> navmesh_map;
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int last_id;
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Vector3 up;
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protected:
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static void _bind_methods();
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public:
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void set_up_vector(const Vector3& p_up);
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Vector3 get_up_vector() const;
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//API should be as dynamic as possible
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int navmesh_create(const Ref<NavigationMesh>& p_mesh,const Transform& p_xform);
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void navmesh_set_transform(int p_id, const Transform& p_xform);
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void navmesh_remove(int p_id);
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Vector<Vector3> get_simple_path(const Vector3& p_start, const Vector3& p_end);
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Vector<Vector3> get_simple_path(const Vector3& p_start, const Vector3& p_end,bool p_optimize=true);
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Vector3 get_closest_point_to_segment(const Vector3& p_from,const Vector3& p_to);
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Vector3 get_closest_point(const Vector3& p_point);
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Vector3 get_closest_point_normal(const Vector3& p_point);
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