virtualx-engine/doc/classes/Navigation.xml
Jake Young 09bc9eb101
Backport NavigationServer with RVO2 to 3.x
Change the entire navigation system.
Remove editor prefix from nav mesh generator class. It is now used for baking
at runtime as well.
Navigation supports obstacle avoidance now with the RVO2 library.
Nav system will also automatically link all nav meshes together to form one
overall complete nav map.
2022-01-05 16:00:56 +01:00

72 lines
3.6 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="Navigation" inherits="Spatial" version="3.5">
<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. 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>
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>
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>
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>
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_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>