Add Navigation docs

(cherry picked from commit 89b9e8852e)
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Denis Washington 2018-04-10 07:20:12 +02:00 committed by Hein-Pieter van Braam
parent 1608f04851
commit e7c42f132c
1 changed files with 11 additions and 11 deletions

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Navigation" inherits="Spatial" category="Core" version="3.0.2">
<brief_description>
A collection of [code]NavigationMesh[/code] resources and methods used for pathfinding.
Mesh-based navigation and pathfinding node.
</brief_description>
<description>
The Navigation node is used for basic or advanced navigation. By default it will automatically collect all child [code]NavigationMesh[/code] resources, but they can also be added on the fly through scripting. It can be used for generating a simple path between two points or it can be used to ensure that a navigation agent is angled perfectly to the terrain it is navigating.
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.
</description>
<tutorials>
</tutorials>
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<argument index="0" name="to_point" type="Vector3">
</argument>
<description>
Returns the closest navigation point to the point passed.
Returns the navigation point closest to the point given. Points are in local coordinate space.
</description>
</method>
<method name="get_closest_point_normal">
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<argument index="0" name="to_point" type="Vector3">
</argument>
<description>
Returns the surface normal of the navigation mesh at the point passed. For instance, if the point passed was at a 45 degree slope it would return something like (0.5,0.5,0). This is useful for rotating a navigation agent in accordance with the [code]NavigationMesh[/code].
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">
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<argument index="0" name="to_point" type="Vector3">
</argument>
<description>
Returns the nearest [code]NavigationMeshInstance[/code] to the point passed.
Returns the owner of the [NavigationMesh] which contains the navigation point closest to the point given. This is usually a [NavigtionMeshInstance]. 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">
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<argument index="2" name="use_collision" type="bool" default="false">
</argument>
<description>
Returns the nearest point to the line segment passed. The third optional parameter takes collisions into account.
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">
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<argument index="2" name="optimize" type="bool" default="true">
</argument>
<description>
Returns a path of points as a [code]PoolVector3Array[/code]. If [code]optimize[/code] is false the [code]NavigationMesh[/code] agent properties will be taken into account, otherwise it will return the nearest path and ignore agent radius, height, etc.
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] (raidus, height, etc.) are considered in the path calculation, otherwise they are ignored.
</description>
</method>
<method name="navmesh_add">
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<argument index="2" name="owner" type="Object" default="null">
</argument>
<description>
Adds a [code]NavigationMesh[/code] to the list of NavigationMesh's in this node. Returns an id. Its position, rotation and scale are associated with the [code]Transform[/code] passed. The [code]Node[/code] (or [code]Object[/code]) that owns this node is an optional parameter.
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">
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<argument index="0" name="id" type="int">
</argument>
<description>
Removes a [code]NavigationMesh[/code] from the list of NavigationMesh's in this node.
Removes the [NavigationMesh] with the given ID.
</description>
</method>
<method name="navmesh_set_transform">
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<argument index="1" name="xform" type="Transform">
</argument>
<description>
Associates a [code]NavigationMesh[/code]'s id with a [code]Transform[/code]. Its position, rotation and scale are based on the [code]Transform[/code] passed.
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">
Defines which direction is up. The default defines 0,1,0 as up which is the world up direction. To make this a ceiling use 0,-1,0 to define down as up.
Defines which direction is up. By default this is [code](0, 1, 0)[/code], which is the world up direction.
</member>
</members>
<constants>