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. In addition to basic pathfinding, this class also assists with aligning navigation agents with the meshes they are navigating on.
</description>
<tutorials>
<link title="3D Navmesh Demo">https://godotengine.org/asset-library/asset/124</link>
</tutorials>
<methods>
<method name="get_closest_point" qualifiers="const">
<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" qualifiers="const">
<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" qualifiers="const">
<return type="RID" />
<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].
</description>
</method>
<method name="get_closest_point_to_segment" qualifiers="const">
<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_rid" qualifiers="const">
<return type="RID" />
<description>
Returns the object's [RID].
</description>
</method>
<method name="get_simple_path" qualifiers="const">
<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.
</description>
</method>
</methods>
<members>
<member name="cell_height" type="float" setter="set_cell_height" getter="get_cell_height" default="0.2">
The cell height to use for fields.
</member>
<member name="cell_size" type="float" setter="set_cell_size" getter="get_cell_size" default="0.3">
The XZ plane cell size to use for fields.
</member>
<member name="edge_connection_margin" type="float" setter="set_edge_connection_margin" getter="get_edge_connection_margin" default="5.0">
This value is used to detect the near edges to connect compatible regions.
</member>
<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>