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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Navigation" inherits= "Spatial" version= "3.5" >
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<brief_description >
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Mesh-based navigation and pathfinding node.
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</brief_description>
<description >
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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.
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</description>
<tutorials >
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<link title= "3D Navmesh Demo" > https://godotengine.org/asset-library/asset/124</link>
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</tutorials>
<methods >
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<method name= "get_closest_point" qualifiers= "const" >
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<return type= "Vector3" />
<argument index= "0" name= "to_point" type= "Vector3" />
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<description >
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Returns the navigation point closest to the point given. Points are in local coordinate space.
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</description>
</method>
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<method name= "get_closest_point_normal" qualifiers= "const" >
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<return type= "Vector3" />
<argument index= "0" name= "to_point" type= "Vector3" />
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<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.
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</description>
</method>
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<method name= "get_closest_point_owner" qualifiers= "const" >
<return type= "RID" />
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<argument index= "0" name= "to_point" type= "Vector3" />
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<description >
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Returns the owner of the [NavigationMesh] which contains the navigation point closest to the point given. This is usually a [NavigationMeshInstance].
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</description>
</method>
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<method name= "get_closest_point_to_segment" qualifiers= "const" >
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<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" />
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<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.
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</description>
</method>
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<method name= "get_rid" qualifiers= "const" >
<return type= "RID" />
<description >
Returns the object's [RID].
</description>
</method>
<method name= "get_simple_path" qualifiers= "const" >
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<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" />
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<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.
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</description>
</method>
</methods>
<members >
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<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>
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<member name= "up_vector" type= "Vector3" setter= "set_up_vector" getter= "get_up_vector" default= "Vector3( 0, 1, 0 )" >
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Defines which direction is up. By default, this is [code](0, 1, 0)[/code], which is the world's "up" direction.
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</member>
</members>
<constants >
</constants>
</class>