virtualx-engine/doc/classes/Navigation2D.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Navigation2D" inherits="Node2D" version="3.5">
<brief_description>
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2D navigation and pathfinding node.
</brief_description>
<description>
Navigation2D provides navigation and pathfinding within a 2D area, specified as a collection of [NavigationPolygon] resources. By default, these are automatically collected from child [NavigationPolygonInstance] nodes, but they can also be added on the fly with [method navpoly_add].
[b]Note:[/b] The current navigation system has many known issues and will not always return optimal paths as expected. These issues will be fixed in Godot 4.0.
</description>
<tutorials>
<link title="2D Navigation Demo">https://godotengine.org/asset-library/asset/117</link>
</tutorials>
<methods>
<method name="get_closest_point">
<return type="Vector2" />
<argument index="0" name="to_point" type="Vector2" />
<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_owner">
<return type="Object" />
<argument index="0" name="to_point" type="Vector2" />
<description>
Returns the owner of the [NavigationPolygon] which contains the navigation point closest to the point given. This is usually a [NavigationPolygonInstance]. For polygons added via [method navpoly_add], returns the owner that was given (or [code]null[/code] if the [code]owner[/code] parameter was omitted).
</description>
</method>
<method name="get_simple_path">
<return type="PoolVector2Array" />
<argument index="0" name="start" type="Vector2" />
<argument index="1" name="end" type="Vector2" />
<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 path is smoothed by merging path segments where possible.
[b]Note:[/b] This method has known issues and will often return non-optimal paths. These issues will be fixed in Godot 4.0.
</description>
</method>
<method name="navpoly_add">
<return type="int" />
<argument index="0" name="mesh" type="NavigationPolygon" />
<argument index="1" name="xform" type="Transform2D" />
<argument index="2" name="owner" type="Object" default="null" />
<description>
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Adds a [NavigationPolygon]. Returns an ID for use with [method navpoly_remove] or [method navpoly_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="navpoly_remove">
<return type="void" />
<argument index="0" name="id" type="int" />
<description>
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Removes the [NavigationPolygon] with the given ID.
</description>
</method>
<method name="navpoly_set_transform">
<return type="void" />
<argument index="0" name="id" type="int" />
<argument index="1" name="xform" type="Transform2D" />
<description>
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Sets the transform applied to the [NavigationPolygon] with the given ID.
</description>
</method>
</methods>
<constants>
</constants>
</class>