109 lines
4.3 KiB
XML
109 lines
4.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Navigation" inherits="Spatial" category="Core" version="3.0.2">
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<brief_description>
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A collection of [code]NavigationMesh[/code] resources and methods used for pathfinding.
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</brief_description>
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<description>
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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.
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</description>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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<method name="get_closest_point">
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<return type="Vector3">
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</return>
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<argument index="0" name="to_point" type="Vector3">
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</argument>
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<description>
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Returns the closest navigation point to the point passed.
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</description>
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</method>
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<method name="get_closest_point_normal">
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<return type="Vector3">
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</return>
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<argument index="0" name="to_point" type="Vector3">
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</argument>
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<description>
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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].
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</description>
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</method>
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<method name="get_closest_point_owner">
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<return type="Object">
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</return>
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<argument index="0" name="to_point" type="Vector3">
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</argument>
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<description>
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Returns the nearest [code]NavigationMeshInstance[/code] to the point passed.
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</description>
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</method>
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<method name="get_closest_point_to_segment">
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<return type="Vector3">
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</return>
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<argument index="0" name="start" type="Vector3">
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</argument>
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<argument index="1" name="end" type="Vector3">
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</argument>
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<argument index="2" name="use_collision" type="bool" default="false">
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</argument>
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<description>
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Returns the nearest point to the line segment passed. The third optional parameter takes collisions into account.
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</description>
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</method>
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<method name="get_simple_path">
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<return type="PoolVector3Array">
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</return>
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<argument index="0" name="start" type="Vector3">
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</argument>
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<argument index="1" name="end" type="Vector3">
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</argument>
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<argument index="2" name="optimize" type="bool" default="true">
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</argument>
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<description>
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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.
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</description>
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</method>
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<method name="navmesh_add">
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<return type="int">
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</return>
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<argument index="0" name="mesh" type="NavigationMesh">
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</argument>
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<argument index="1" name="xform" type="Transform">
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</argument>
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<argument index="2" name="owner" type="Object" default="null">
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</argument>
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<description>
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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.
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</description>
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</method>
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<method name="navmesh_remove">
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<return type="void">
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</return>
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<argument index="0" name="id" type="int">
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</argument>
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<description>
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Removes a [code]NavigationMesh[/code] from the list of NavigationMesh's in this node.
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</description>
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</method>
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<method name="navmesh_set_transform">
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<return type="void">
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</return>
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<argument index="0" name="id" type="int">
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</argument>
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<argument index="1" name="xform" type="Transform">
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</argument>
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<description>
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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.
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</description>
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</method>
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</methods>
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<members>
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<member name="up_vector" type="Vector3" setter="set_up_vector" getter="get_up_vector">
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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.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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