NavigationAgent2D

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Published: Sep 16, 2025 License: MIT Imports: 27 Imported by: 0

Documentation

Overview

A 2D agent used to pathfind to a position while avoiding static and dynamic obstacles. The calculation can be used by the parent node to dynamically move it along the path. Requires navigation data to work correctly.

Dynamic obstacles are avoided using RVO collision avoidance. Avoidance is computed before physics, so the pathfinding information can be used safely in the physics step.

Note: After setting the Instance.TargetPosition property, the Instance.GetNextPathPosition method must be used once every physics frame to update the internal path logic of the navigation agent. The vector position it returns should be used as the next movement position for the agent's parent node.

Note: Several methods of this class, such as Instance.GetNextPathPosition, can trigger a new path calculation. Calling these in your callback to an agent's signal, such as Instance.OnWaypointReached, can cause infinite recursion. It is recommended to call these methods in the physics step or, alternatively, delay their call until the end of the frame (see graphics.gd/classdb/Object.Instance.CallDeferred or [Object.ConnectDeferred]).

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

This section is empty.

Types

type Advanced

type Advanced = class

Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.

type Any

type Any interface {
	gd.IsClass
	AsNavigationAgent2D() Instance
}

type Extension

type Extension[T gdclass.Interface] struct{ gdclass.Extension[T, Instance] }

Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension

func (*Extension[T]) AsNavigationAgent2D

func (self *Extension[T]) AsNavigationAgent2D() Instance

func (*Extension[T]) AsNode

func (self *Extension[T]) AsNode() Node.Instance

func (*Extension[T]) AsObject

func (self *Extension[T]) AsObject() [1]gd.Object

type ID

type ID Object.ID

ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.

func (ID) Instance

func (id ID) Instance() (Instance, bool)

type Instance

type Instance [1]gdclass.NavigationAgent2D

Instance of the class with convieniently typed arguments and results.

var Nil Instance

Nil is a nil/null instance of the class. Equivalent to the zero value.

func New

func New() Instance

func (Instance) AsNavigationAgent2D

func (self Instance) AsNavigationAgent2D() Instance

func (Instance) AsNode

func (self Instance) AsNode() Node.Instance

func (Instance) AsObject

func (self Instance) AsObject() [1]gd.Object

func (Instance) AvoidanceEnabled

func (self Instance) AvoidanceEnabled() bool

func (Instance) AvoidanceLayers

func (self Instance) AvoidanceLayers() int

func (Instance) AvoidanceMask

func (self Instance) AvoidanceMask() int

func (Instance) AvoidancePriority

func (self Instance) AvoidancePriority() Float.X

func (Instance) DebugEnabled

func (self Instance) DebugEnabled() bool

func (Instance) DebugPathCustomColor

func (self Instance) DebugPathCustomColor() Color.RGBA

func (Instance) DebugPathCustomLineWidth

func (self Instance) DebugPathCustomLineWidth() Float.X

func (Instance) DebugPathCustomPointSize

func (self Instance) DebugPathCustomPointSize() Float.X

func (Instance) DebugUseCustom

func (self Instance) DebugUseCustom() bool

func (Instance) DistanceToTarget

func (self Instance) DistanceToTarget() Float.X

Returns the distance to the target position, using the agent's global position. The user must set Instance.TargetPosition in order for this to be accurate.

func (Instance) GetAvoidanceLayerValue

func (self Instance) GetAvoidanceLayerValue(layer_number int) bool

Returns whether or not the specified layer of the Instance.AvoidanceLayers bitmask is enabled, given a 'layer_number' between 1 and 32.

func (Instance) GetAvoidanceMaskValue

func (self Instance) GetAvoidanceMaskValue(mask_number int) bool

Returns whether or not the specified mask of the Instance.AvoidanceMask bitmask is enabled, given a 'mask_number' between 1 and 32.

func (Instance) GetCurrentNavigationPath

func (self Instance) GetCurrentNavigationPath() []Vector2.XY

Returns this agent's current path from start to finish in global coordinates. The path only updates when the target position is changed or the agent requires a repath. The path array is not intended to be used in direct path movement as the agent has its own internal path logic that would get corrupted by changing the path array manually. Use the intended Instance.GetNextPathPosition once every physics frame to receive the next path point for the agents movement as this function also updates the internal path logic.

func (Instance) GetCurrentNavigationPathIndex

func (self Instance) GetCurrentNavigationPathIndex() int

Returns which index the agent is currently on in the navigation path's [][Vector2.XY].

func (Instance) GetCurrentNavigationResult

func (self Instance) GetCurrentNavigationResult() NavigationPathQueryResult2D.Instance

Returns the path query result for the path the agent is currently following.

func (Instance) GetFinalPosition

func (self Instance) GetFinalPosition() Vector2.XY

Returns the reachable final position of the current navigation path in global coordinates. This position can change if the agent needs to update the navigation path which makes the agent emit the Instance.OnPathChanged signal.

func (Instance) GetNavigationLayerValue

func (self Instance) GetNavigationLayerValue(layer_number int) bool

Returns whether or not the specified layer of the Instance.NavigationLayers bitmask is enabled, given a 'layer_number' between 1 and 32.

func (Instance) GetNavigationMap

func (self Instance) GetNavigationMap() RID.NavigationMap2D

Returns the [Resource.ID] of the navigation map for this NavigationAgent node. This function returns always the map set on the NavigationAgent node and not the map of the abstract agent on the NavigationServer. If the agent map is changed directly with the NavigationServer API the NavigationAgent node will not be aware of the map change. Use Instance.SetNavigationMap to change the navigation map for the NavigationAgent and also update the agent on the NavigationServer.

func (Instance) GetNextPathPosition

func (self Instance) GetNextPathPosition() Vector2.XY

Returns the next position in global coordinates that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent. The use of this function once every physics frame is required to update the internal path logic of the NavigationAgent.

func (Instance) GetPathLength

func (self Instance) GetPathLength() Float.X

Returns the length of the currently calculated path. The returned value is 0.0, if the path is still calculating or no calculation has been requested yet.

func (Instance) GetRid

func (self Instance) GetRid() RID.NavigationAgent2D

Returns the [Resource.ID] of this agent on the graphics.gd/classdb/NavigationServer2D.

func (Instance) ID

func (self Instance) ID() ID

func (Instance) IsNavigationFinished

func (self Instance) IsNavigationFinished() bool

Returns true if the agent's navigation has finished. If the target is reachable, navigation ends when the target is reached. If the target is unreachable, navigation ends when the last waypoint of the path is reached.

Note: While true prefer to stop calling update functions like Instance.GetNextPathPosition. This avoids jittering the standing agent due to calling repeated path updates.

func (Instance) IsTargetReachable

func (self Instance) IsTargetReachable() bool

Returns true if Instance.GetFinalPosition is within Instance.TargetDesiredDistance of the Instance.TargetPosition.

func (Instance) IsTargetReached

func (self Instance) IsTargetReached() bool

Returns true if the agent reached the target, i.e. the agent moved within Instance.TargetDesiredDistance of the Instance.TargetPosition. It may not always be possible to reach the target but it should always be possible to reach the final position. See Instance.GetFinalPosition.

func (Instance) MaxNeighbors

func (self Instance) MaxNeighbors() int

func (Instance) MaxSpeed

func (self Instance) MaxSpeed() Float.X

func (Instance) NavigationLayers

func (self Instance) NavigationLayers() int

func (Instance) NeighborDistance

func (self Instance) NeighborDistance() Float.X

func (Instance) OnLinkReached

func (self Instance) OnLinkReached(cb func(details map[any]any), flags ...Signal.Flags)

func (Instance) OnNavigationFinished

func (self Instance) OnNavigationFinished(cb func(), flags ...Signal.Flags)

func (Instance) OnPathChanged

func (self Instance) OnPathChanged(cb func(), flags ...Signal.Flags)

func (Instance) OnTargetReached

func (self Instance) OnTargetReached(cb func(), flags ...Signal.Flags)

func (Instance) OnVelocityComputed

func (self Instance) OnVelocityComputed(cb func(safe_velocity Vector2.XY), flags ...Signal.Flags)

func (Instance) OnWaypointReached

func (self Instance) OnWaypointReached(cb func(details map[any]any), flags ...Signal.Flags)

func (Instance) PathDesiredDistance

func (self Instance) PathDesiredDistance() Float.X

func (Instance) PathMaxDistance

func (self Instance) PathMaxDistance() Float.X

func (Instance) PathMetadataFlags

func (Instance) PathPostprocessing

func (Instance) PathReturnMaxLength

func (self Instance) PathReturnMaxLength() Float.X

func (Instance) PathReturnMaxRadius

func (self Instance) PathReturnMaxRadius() Float.X

func (Instance) PathSearchMaxDistance

func (self Instance) PathSearchMaxDistance() Float.X

func (Instance) PathSearchMaxPolygons

func (self Instance) PathSearchMaxPolygons() int

func (Instance) PathfindingAlgorithm

func (Instance) Radius

func (self Instance) Radius() Float.X

func (Instance) SetAvoidanceEnabled

func (self Instance) SetAvoidanceEnabled(value bool)

func (Instance) SetAvoidanceLayerValue

func (self Instance) SetAvoidanceLayerValue(layer_number int, value bool)

Based on 'value', enables or disables the specified layer in the Instance.AvoidanceLayers bitmask, given a 'layer_number' between 1 and 32.

func (Instance) SetAvoidanceLayers

func (self Instance) SetAvoidanceLayers(value int)

func (Instance) SetAvoidanceMask

func (self Instance) SetAvoidanceMask(value int)

func (Instance) SetAvoidanceMaskValue

func (self Instance) SetAvoidanceMaskValue(mask_number int, value bool)

Based on 'value', enables or disables the specified mask in the Instance.AvoidanceMask bitmask, given a 'mask_number' between 1 and 32.

func (Instance) SetAvoidancePriority

func (self Instance) SetAvoidancePriority(value Float.X)

func (Instance) SetDebugEnabled

func (self Instance) SetDebugEnabled(value bool)

func (Instance) SetDebugPathCustomColor

func (self Instance) SetDebugPathCustomColor(value Color.RGBA)

func (Instance) SetDebugPathCustomLineWidth

func (self Instance) SetDebugPathCustomLineWidth(value Float.X)

func (Instance) SetDebugPathCustomPointSize

func (self Instance) SetDebugPathCustomPointSize(value Float.X)

func (Instance) SetDebugUseCustom

func (self Instance) SetDebugUseCustom(value bool)

func (Instance) SetMaxNeighbors

func (self Instance) SetMaxNeighbors(value int)

func (Instance) SetMaxSpeed

func (self Instance) SetMaxSpeed(value Float.X)

func (Instance) SetNavigationLayerValue

func (self Instance) SetNavigationLayerValue(layer_number int, value bool)

Based on 'value', enables or disables the specified layer in the Instance.NavigationLayers bitmask, given a 'layer_number' between 1 and 32.

func (Instance) SetNavigationLayers

func (self Instance) SetNavigationLayers(value int)

func (Instance) SetNavigationMap

func (self Instance) SetNavigationMap(navigation_map RID.NavigationMap2D)

Sets the [Resource.ID] of the navigation map this NavigationAgent node should use and also updates the agent on the NavigationServer.

func (Instance) SetNeighborDistance

func (self Instance) SetNeighborDistance(value Float.X)

func (*Instance) SetObject

func (self *Instance) SetObject(obj [1]gd.Object) bool

func (Instance) SetPathDesiredDistance

func (self Instance) SetPathDesiredDistance(value Float.X)

func (Instance) SetPathMaxDistance

func (self Instance) SetPathMaxDistance(value Float.X)

func (Instance) SetPathMetadataFlags

func (self Instance) SetPathMetadataFlags(value NavigationPathQueryParameters2D.PathMetadataFlags)

func (Instance) SetPathPostprocessing

func (self Instance) SetPathPostprocessing(value NavigationPathQueryParameters2D.PathPostProcessing)

func (Instance) SetPathReturnMaxLength

func (self Instance) SetPathReturnMaxLength(value Float.X)

func (Instance) SetPathReturnMaxRadius

func (self Instance) SetPathReturnMaxRadius(value Float.X)

func (Instance) SetPathSearchMaxDistance

func (self Instance) SetPathSearchMaxDistance(value Float.X)

func (Instance) SetPathSearchMaxPolygons

func (self Instance) SetPathSearchMaxPolygons(value int)

func (Instance) SetPathfindingAlgorithm

func (self Instance) SetPathfindingAlgorithm(value NavigationPathQueryParameters2D.PathfindingAlgorithm)

func (Instance) SetRadius

func (self Instance) SetRadius(value Float.X)

func (Instance) SetSimplifyEpsilon

func (self Instance) SetSimplifyEpsilon(value Float.X)

func (Instance) SetSimplifyPath

func (self Instance) SetSimplifyPath(value bool)

func (Instance) SetTargetDesiredDistance

func (self Instance) SetTargetDesiredDistance(value Float.X)

func (Instance) SetTargetPosition

func (self Instance) SetTargetPosition(value Vector2.XY)

func (Instance) SetTimeHorizonAgents

func (self Instance) SetTimeHorizonAgents(value Float.X)

func (Instance) SetTimeHorizonObstacles

func (self Instance) SetTimeHorizonObstacles(value Float.X)

func (Instance) SetVelocity

func (self Instance) SetVelocity(value Vector2.XY)

func (Instance) SetVelocityForced

func (self Instance) SetVelocityForced(velocity Vector2.XY)

Replaces the internal velocity in the collision avoidance simulation with 'velocity'. When an agent is teleported to a new position this function should be used in the same frame. If called frequently this function can get agents stuck.

func (Instance) SimplifyEpsilon

func (self Instance) SimplifyEpsilon() Float.X

func (Instance) SimplifyPath

func (self Instance) SimplifyPath() bool

func (Instance) TargetDesiredDistance

func (self Instance) TargetDesiredDistance() Float.X

func (Instance) TargetPosition

func (self Instance) TargetPosition() Vector2.XY

func (Instance) TimeHorizonAgents

func (self Instance) TimeHorizonAgents() Float.X

func (Instance) TimeHorizonObstacles

func (self Instance) TimeHorizonObstacles() Float.X

func (Instance) Velocity

func (self Instance) Velocity() Vector2.XY

func (Instance) Virtual

func (self Instance) Virtual(name string) reflect.Value

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