godot/doc/classes/NavigationLink3D.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="NavigationLink3D" inherits="Node3D" is_experimental="true" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
Creates a link between two positions that [NavigationServer3D] can route agents through.
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</brief_description>
<description>
Creates a link between two positions that [NavigationServer3D] can route agents through. Links can be used to express navigation methods that aren't just traveling along the surface of the navigation mesh, like zip-lines, teleporters, or jumping across gaps.
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</description>
<tutorials>
<link title="Using NavigationLinks">$DOCS_URL/tutorials/navigation/navigation_using_navigationlinks.html</link>
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</tutorials>
<methods>
<method name="get_global_end_position" qualifiers="const">
<return type="Vector3" />
<description>
Returns the [member end_position] that is relative to the link as a global position.
</description>
</method>
<method name="get_global_start_position" qualifiers="const">
<return type="Vector3" />
<description>
Returns the [member start_position] that is relative to the link as a global position.
</description>
</method>
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<method name="get_navigation_layer_value" qualifiers="const">
<return type="bool" />
<param index="0" name="layer_number" type="int" />
<description>
Returns whether or not the specified layer of the [member navigation_layers] bitmask is enabled, given a [code]layer_number[/code] between 1 and 32.
</description>
</method>
<method name="set_global_end_position">
<return type="void" />
<param index="0" name="position" type="Vector3" />
<description>
Sets the [member end_position] that is relative to the link from a global [param position].
</description>
</method>
<method name="set_global_start_position">
<return type="void" />
<param index="0" name="position" type="Vector3" />
<description>
Sets the [member start_position] that is relative to the link from a global [param position].
</description>
</method>
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<method name="set_navigation_layer_value">
<return type="void" />
<param index="0" name="layer_number" type="int" />
<param index="1" name="value" type="bool" />
<description>
Based on [code]value[/code], enables or disables the specified layer in the [member navigation_layers] bitmask, given a [code]layer_number[/code] between 1 and 32.
</description>
</method>
</methods>
<members>
<member name="bidirectional" type="bool" setter="set_bidirectional" getter="is_bidirectional" default="true">
Whether this link can be traveled in both directions or only from [member start_position] to [member end_position].
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</member>
<member name="enabled" type="bool" setter="set_enabled" getter="is_enabled" default="true">
Whether this link is currently active. If [code]false[/code], [method NavigationServer3D.map_get_path] will ignore this link.
</member>
<member name="end_position" type="Vector3" setter="set_end_position" getter="get_end_position" default="Vector3(0, 0, 0)">
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Ending position of the link.
This position will search out the nearest polygon in the navigation mesh to attach to.
The distance the link will search is controlled by [method NavigationServer3D.map_set_link_connection_radius].
</member>
<member name="enter_cost" type="float" setter="set_enter_cost" getter="get_enter_cost" default="0.0">
When pathfinding enters this link from another regions navigation mesh the [code]enter_cost[/code] value is added to the path distance for determining the shortest path.
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</member>
<member name="navigation_layers" type="int" setter="set_navigation_layers" getter="get_navigation_layers" default="1">
A bitfield determining all navigation layers the link belongs to. These navigation layers will be checked when requesting a path with [method NavigationServer3D.map_get_path].
</member>
<member name="start_position" type="Vector3" setter="set_start_position" getter="get_start_position" default="Vector3(0, 0, 0)">
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Starting position of the link.
This position will search out the nearest polygon in the navigation mesh to attach to.
The distance the link will search is controlled by [method NavigationServer3D.map_set_link_connection_radius].
</member>
<member name="travel_cost" type="float" setter="set_travel_cost" getter="get_travel_cost" default="1.0">
When pathfinding moves along the link the traveled distance is multiplied with [code]travel_cost[/code] for determining the shortest path.
</member>
</members>
</class>