<?xml version="1.0" encoding="UTF-8" ?> <class name="Navigation" inherits="Spatial" category="Core" version="3.1"> <brief_description> 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, 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> <demos> </demos> <methods> <method name="get_closest_point"> <return type="Vector3"> </return> <argument index="0" name="to_point" type="Vector3"> </argument> <description> Returns the navigation point closest to the point given. Points are in local coordinate space. </description> </method> <method name="get_closest_point_normal"> <return type="Vector3"> </return> <argument index="0" name="to_point" type="Vector3"> </argument> <description> 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"> <return type="Object"> </return> <argument index="0" name="to_point" type="Vector3"> </argument> <description> 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"> <return type="Vector3"> </return> <argument index="0" name="start" type="Vector3"> </argument> <argument index="1" name="end" type="Vector3"> </argument> <argument index="2" name="use_collision" type="bool" default="false"> </argument> <description> 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"> <return type="PoolVector3Array"> </return> <argument index="0" name="start" type="Vector3"> </argument> <argument index="1" name="end" type="Vector3"> </argument> <argument index="2" name="optimize" type="bool" default="true"> </argument> <description> 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"> <return type="int"> </return> <argument index="0" name="mesh" type="NavigationMesh"> </argument> <argument index="1" name="xform" type="Transform"> </argument> <argument index="2" name="owner" type="Object" default="null"> </argument> <description> 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"> <return type="void"> </return> <argument index="0" name="id" type="int"> </argument> <description> Removes the [NavigationMesh] with the given ID. </description> </method> <method name="navmesh_set_transform"> <return type="void"> </return> <argument index="0" name="id" type="int"> </argument> <argument index="1" name="xform" type="Transform"> </argument> <description> 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. By default this is [code](0, 1, 0)[/code], which is the world up direction. </member> </members> <constants> </constants> </class>