A navigation polygon that defines traversable areas and obstacles.
There are two ways to create polygons. Either by using the [method add_outline] method, or using the [method add_polygon] method.
Using [method add_outline]:
[codeblocks]
[gdscript]
var polygon = NavigationPolygon.new()
var outline = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, 50), Vector2(50, 0)])
polygon.add_outline(outline)
polygon.make_polygons_from_outlines()
$NavigationRegion2D.navigation_polygon = polygon
[/gdscript]
[csharp]
var polygon = new NavigationPolygon();
var outline = new Vector2[] { new Vector2(0, 0), new Vector2(0, 50), new Vector2(50, 50), new Vector2(50, 0) };
polygon.AddOutline(outline);
polygon.MakePolygonsFromOutlines();
GetNode<NavigationRegion2D>("NavigationRegion2D").NavigationPolygon = polygon;
[/csharp]
[/codeblocks]
Using [method add_polygon] and indices of the vertices array.
[codeblocks]
[gdscript]
var polygon = NavigationPolygon.new()
var vertices = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, 50), Vector2(50, 0)])
polygon.vertices = vertices
var indices = PackedInt32Array([0, 1, 2, 3])
polygon.add_polygon(indices)
$NavigationRegion2D.navigation_polygon = polygon
[/gdscript]
[csharp]
var polygon = new NavigationPolygon();
var vertices = new Vector2[] { new Vector2(0, 0), new Vector2(0, 50), new Vector2(50, 50), new Vector2(50, 0) };
polygon.Vertices = vertices;
var indices = new int[] { 0, 1, 2, 3 };
polygon.AddPolygon(indices);
GetNode<NavigationRegion2D>("NavigationRegion2D").NavigationPolygon = polygon;
[/csharp]
[/codeblocks]
https://godotengine.org/asset-library/asset/117
$DOCS_URL/tutorials/navigation/navigation_using_navigationmeshes.html
Appends a [PackedVector2Array] that contains the vertices of an outline to the internal array that contains all the outlines. You have to call [method make_polygons_from_outlines] in order for this array to be converted to polygons that the engine will use.
Adds a [PackedVector2Array] that contains the vertices of an outline to the internal array that contains all the outlines at a fixed position. You have to call [method make_polygons_from_outlines] in order for this array to be converted to polygons that the engine will use.
Adds a polygon using the indices of the vertices you get when calling [method get_vertices].
Clears the internal arrays for vertices and polygon indices.
Clears the array of the outlines, but it doesn't clear the vertices and the polygons that were created by them.
Clears the array of polygons, but it doesn't clear the array of outlines and vertices.
Returns the [NavigationMesh] resulting from this navigation polygon. This navigation mesh can be used to update the navigation mesh of a region with the [method NavigationServer3D.region_set_navigation_mesh] API directly (as 2D uses the 3D server behind the scene).
Returns a [PackedVector2Array] containing the vertices of an outline that was created in the editor or by script.
Returns the number of outlines that were created in the editor or by script.
Returns a [PackedInt32Array] containing the indices of the vertices of a created polygon.
Returns the count of all polygons.
Returns a [PackedVector2Array] containing all the vertices being used to create the polygons.
Creates polygons from the outlines added in the editor or by script.
Removes an outline created in the editor or by script. You have to call [method make_polygons_from_outlines] for the polygons to update.
Changes an outline created in the editor or by script. You have to call [method make_polygons_from_outlines] for the polygons to update.
Sets the vertices that can be then indexed to create polygons with the [method add_polygon] method.
The cell size used to rasterize the navigation mesh vertices. Must match with the cell size on the navigation map.