godot/doc/classes/Navigation.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Navigation" inherits="Spatial" version="3.5">
<brief_description>
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Mesh-based navigation and pathfinding node.
</brief_description>
<description>
Provides navigation and pathfinding within a collection of [NavigationMesh]es. By default, these will be automatically collected from child [NavigationMeshInstance] nodes, but they can also be added on the fly with [method navmesh_add]. In addition to basic pathfinding, this class also assists with aligning navigation agents with the meshes they are navigating on.
[b]Note:[/b] 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.
</description>
<tutorials>
<link title="3D Navmesh Demo">https://godotengine.org/asset-library/asset/124</link>
</tutorials>
<methods>
<method name="get_closest_point">
<return type="Vector3" />
<argument index="0" name="to_point" type="Vector3" />
<description>
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Returns the navigation point closest to the point given. Points are in local coordinate space.
</description>
</method>
<method name="get_closest_point_normal">
<return type="Vector3" />
<argument index="0" name="to_point" type="Vector3" />
<description>
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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.
</description>
</method>
<method name="get_closest_point_owner">
<return type="Object" />
<argument index="0" name="to_point" type="Vector3" />
<description>
Returns the owner of the [NavigationMesh] which contains the navigation point closest to the point given. This is usually a [NavigationMeshInstance]. For meshes added via [method navmesh_add], returns the owner that was given (or [code]null[/code] if the [code]owner[/code] parameter was omitted).
</description>
</method>
<method name="get_closest_point_to_segment">
<return type="Vector3" />
<argument index="0" name="start" type="Vector3" />
<argument index="1" name="end" type="Vector3" />
<argument index="2" name="use_collision" type="bool" default="false" />
<description>
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Returns the navigation point closest to the given line segment. When enabling [code]use_collision[/code], 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.
</description>
</method>
<method name="get_simple_path">
<return type="PoolVector3Array" />
<argument index="0" name="start" type="Vector3" />
<argument index="1" name="end" type="Vector3" />
<argument index="2" name="optimize" type="bool" default="true" />
<description>
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Returns the path between two given points. Points are in local coordinate space. If [code]optimize[/code] is [code]true[/code] (the default), the agent properties associated with each [NavigationMesh] (radius, height, etc.) are considered in the path calculation, otherwise they are ignored.
[b]Note:[/b] This method has known issues and will often return non-optimal paths. These issues will be fixed in Godot 4.0.
</description>
</method>
<method name="navmesh_add">
<return type="int" />
<argument index="0" name="mesh" type="NavigationMesh" />
<argument index="1" name="xform" type="Transform" />
<argument index="2" name="owner" type="Object" default="null" />
<description>
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Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] or [method navmesh_set_transform]. If given, a [Transform2D] is applied to the polygon. The optional [code]owner[/code] is used as return value for [method get_closest_point_owner].
</description>
</method>
<method name="navmesh_remove">
<return type="void" />
<argument index="0" name="id" type="int" />
<description>
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Removes the [NavigationMesh] with the given ID.
</description>
</method>
<method name="navmesh_set_transform">
<return type="void" />
<argument index="0" name="id" type="int" />
<argument index="1" name="xform" type="Transform" />
<description>
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Sets the transform applied to the [NavigationMesh] with the given ID.
</description>
</method>
</methods>
<members>
<member name="up_vector" type="Vector3" setter="set_up_vector" getter="get_up_vector" default="Vector3( 0, 1, 0 )">
Defines which direction is up. By default, this is [code](0, 1, 0)[/code], which is the world's "up" direction.
</member>
</members>
<constants>
</constants>
</class>