NavigationServer3D

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Published: Sep 18, 2025 License: MIT Imports: 33 Imported by: 0

Documentation

Overview

NavigationServer3D is the server that handles navigation maps, regions and agents. It does not handle A* navigation from AStar3D.

Maps are divided into regions, which are composed of navigation meshes. Together, they define the navigable areas in the 3D world.

Note: Most NavigationServer3D changes take effect after the next physics frame and not immediately. This includes all changes made to maps, regions or agents by navigation-related nodes in the scene tree or made through scripts.

For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than edge_connection_margin to the respective other edge's vertex.

You may assign navigation layers to regions with NavigationServer3D.RegionSetNavigationLayers, which then can be checked upon when requesting a path with NavigationServer3D.MapGetPath. This can be used to allow or deny certain areas for some objects.

To use the collision avoidance system, you may use agents. You can set an agent's target velocity, then the servers will emit a callback with a modified velocity.

Note: The collision avoidance system ignores regions. Using the modified velocity directly may move an agent outside of the traversable area. This is a limitation of the collision avoidance system, any more complex situation may require the use of the physics engine.

This server keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying.

Index

Constants

This section is empty.

Variables

This section is empty.

Functions

func Advanced

func Advanced() class

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

func AgentCreate

func AgentCreate() RID.NavigationAgent3D

Creates the agent.

func AgentGetAvoidanceEnabled

func AgentGetAvoidanceEnabled(agent RID.NavigationAgent3D) bool

Returns true if the provided 'agent' has avoidance enabled.

func AgentGetAvoidanceLayers

func AgentGetAvoidanceLayers(agent RID.NavigationAgent3D) int

Returns the avoidance_layers bitmask of the specified 'agent'.

func AgentGetAvoidanceMask

func AgentGetAvoidanceMask(agent RID.NavigationAgent3D) int

Returns the avoidance_mask bitmask of the specified 'agent'.

func AgentGetAvoidancePriority

func AgentGetAvoidancePriority(agent RID.NavigationAgent3D) Float.X

Returns the avoidance_priority of the specified 'agent'.

func AgentGetHeight

func AgentGetHeight(agent RID.NavigationAgent3D) Float.X

Returns the height of the specified 'agent'.

func AgentGetMap

func AgentGetMap(agent RID.NavigationAgent3D) RID.NavigationMap3D

Returns the navigation map Resource.ID the requested 'agent' is currently assigned to.

func AgentGetMaxNeighbors

func AgentGetMaxNeighbors(agent RID.NavigationAgent3D) int

Returns the maximum number of other agents the specified 'agent' takes into account in the navigation.

func AgentGetMaxSpeed

func AgentGetMaxSpeed(agent RID.NavigationAgent3D) Float.X

Returns the maximum speed of the specified 'agent'.

func AgentGetNeighborDistance

func AgentGetNeighborDistance(agent RID.NavigationAgent3D) Float.X

Returns the maximum distance to other agents the specified 'agent' takes into account in the navigation.

func AgentGetPaused

func AgentGetPaused(agent RID.NavigationAgent3D) bool

Returns true if the specified 'agent' is paused.

func AgentGetPosition

func AgentGetPosition(agent RID.NavigationAgent3D) Vector3.XYZ

Returns the position of the specified 'agent' in world space.

func AgentGetRadius

func AgentGetRadius(agent RID.NavigationAgent3D) Float.X

Returns the radius of the specified 'agent'.

func AgentGetTimeHorizonAgents

func AgentGetTimeHorizonAgents(agent RID.NavigationAgent3D) Float.X

Returns the minimal amount of time for which the specified 'agent”s velocities that are computed by the simulation are safe with respect to other agents.

func AgentGetTimeHorizonObstacles

func AgentGetTimeHorizonObstacles(agent RID.NavigationAgent3D) Float.X

Returns the minimal amount of time for which the specified 'agent”s velocities that are computed by the simulation are safe with respect to static avoidance obstacles.

func AgentGetUse3dAvoidance

func AgentGetUse3dAvoidance(agent RID.NavigationAgent3D) bool

Returns true if the provided 'agent' uses avoidance in 3D space Vector3(x,y,z) instead of horizontal 2D Vector2(x,y) / Vector3(x,0.0,z).

func AgentGetVelocity

func AgentGetVelocity(agent RID.NavigationAgent3D) Vector3.XYZ

Returns the velocity of the specified 'agent'.

func AgentHasAvoidanceCallback

func AgentHasAvoidanceCallback(agent RID.NavigationAgent3D) bool

Return true if the specified 'agent' has an avoidance callback.

func AgentIsMapChanged

func AgentIsMapChanged(agent RID.NavigationAgent3D) bool

Returns true if the map got changed the previous frame.

func AgentSetAvoidanceCallback

func AgentSetAvoidanceCallback(agent RID.NavigationAgent3D, callback func(velocity Vector3.XYZ))

Sets the callback func that gets called after each avoidance processing step for the 'agent'. The calculated safe_velocity will be dispatched with a signal to the object just before the physics calculations.

Note: Created callbacks are always processed independently of the SceneTree state as long as the agent is on a navigation map and not freed. To disable the dispatch of a callback from an agent use AgentSetAvoidanceCallback again with an empty func.

func AgentSetAvoidanceEnabled

func AgentSetAvoidanceEnabled(agent RID.NavigationAgent3D, enabled bool)

If 'enabled' is true, the provided 'agent' calculates avoidance.

func AgentSetAvoidanceLayers

func AgentSetAvoidanceLayers(agent RID.NavigationAgent3D, layers int)

Set the agent's avoidance_layers bitmask.

func AgentSetAvoidanceMask

func AgentSetAvoidanceMask(agent RID.NavigationAgent3D, mask int)

Set the agent's avoidance_mask bitmask.

func AgentSetAvoidancePriority

func AgentSetAvoidancePriority(agent RID.NavigationAgent3D, priority Float.X)

Set the agent's avoidance_priority with a 'priority' between 0.0 (lowest priority) to 1.0 (highest priority).

The specified 'agent' does not adjust the velocity for other agents that would match the avoidance_mask but have a lower avoidance_priority. This in turn makes the other agents with lower priority adjust their velocities even more to avoid collision with this agent.

func AgentSetHeight

func AgentSetHeight(agent RID.NavigationAgent3D, height Float.X)

Updates the provided 'agent' 'height'.

func AgentSetMap

func AgentSetMap(agent RID.NavigationAgent3D, map_ RID.NavigationMap3D)

Puts the agent in the map.

func AgentSetMaxNeighbors

func AgentSetMaxNeighbors(agent RID.NavigationAgent3D, count int)

Sets the maximum number of other agents the agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe.

func AgentSetMaxSpeed

func AgentSetMaxSpeed(agent RID.NavigationAgent3D, max_speed Float.X)

Sets the maximum speed of the agent. Must be positive.

func AgentSetNeighborDistance

func AgentSetNeighborDistance(agent RID.NavigationAgent3D, distance Float.X)

Sets the maximum distance to other agents this agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe.

func AgentSetPaused

func AgentSetPaused(agent RID.NavigationAgent3D, paused bool)

If 'paused' is true the specified 'agent' will not be processed. For example, it will not calculate avoidance velocities or receive avoidance callbacks.

func AgentSetPosition

func AgentSetPosition(agent RID.NavigationAgent3D, position Vector3.XYZ)

Sets the position of the agent in world space.

func AgentSetRadius

func AgentSetRadius(agent RID.NavigationAgent3D, radius Float.X)

Sets the radius of the agent.

func AgentSetTimeHorizonAgents

func AgentSetTimeHorizonAgents(agent RID.NavigationAgent3D, time_horizon Float.X)

The minimal amount of time for which the agent's velocities that are computed by the simulation are safe with respect to other agents. The larger this number, the sooner this agent will respond to the presence of other agents, but the less freedom this agent has in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.

func AgentSetTimeHorizonObstacles

func AgentSetTimeHorizonObstacles(agent RID.NavigationAgent3D, time_horizon Float.X)

The minimal amount of time for which the agent's velocities that are computed by the simulation are safe with respect to static avoidance obstacles. The larger this number, the sooner this agent will respond to the presence of static avoidance obstacles, but the less freedom this agent has in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.

func AgentSetUse3dAvoidance

func AgentSetUse3dAvoidance(agent RID.NavigationAgent3D, enabled bool)

Sets if the agent uses the 2D avoidance or the 3D avoidance while avoidance is enabled.

If true the agent calculates avoidance velocities in 3D for the xyz-axis, e.g. for games that take place in air, underwater or space. The 3D using agent only avoids other 3D avoidance using agent's. The 3D using agent only reacts to radius based avoidance obstacles. The 3D using agent ignores any vertices based obstacles. The 3D using agent only avoids other 3D using agent's.

If false the agent calculates avoidance velocities in 2D along the xz-axis ignoring the y-axis. The 2D using agent only avoids other 2D avoidance using agent's. The 2D using agent reacts to radius avoidance obstacles. The 2D using agent reacts to vertices based avoidance obstacles. The 2D using agent only avoids other 2D using agent's. 2D using agents will ignore other 2D using agents or obstacles that are below their current position or above their current position including the agents height in 2D avoidance.

func AgentSetVelocity

func AgentSetVelocity(agent RID.NavigationAgent3D, velocity Vector3.XYZ)

Sets 'velocity' as the new wanted velocity for the specified 'agent'. The avoidance simulation will try to fulfill this velocity if possible but will modify it to avoid collision with other agent's and obstacles. When an agent is teleported to a new position use AgentSetVelocityForced as well to reset the internal simulation velocity.

func AgentSetVelocityForced

func AgentSetVelocityForced(agent RID.NavigationAgent3D, velocity Vector3.XYZ)

Replaces the internal velocity in the collision avoidance simulation with 'velocity' for the specified 'agent'. 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 BakeFromSourceGeometryData

func BakeFromSourceGeometryData(navigation_mesh NavigationMesh.Instance, source_geometry_data NavigationMeshSourceGeometryData3D.Instance, callback func())

Bakes the provided 'navigation_mesh' with the data from the provided 'source_geometry_data'. After the process is finished the optional 'callback' will be called.

func BakeFromSourceGeometryDataAsync

func BakeFromSourceGeometryDataAsync(navigation_mesh NavigationMesh.Instance, source_geometry_data NavigationMeshSourceGeometryData3D.Instance, callback func())

Bakes the provided 'navigation_mesh' with the data from the provided 'source_geometry_data' as an async task running on a background thread. After the process is finished the optional 'callback' will be called.

func FreeRid

func FreeRid(rid RID.Any)

Destroys the given RID.

func GetDebugEnabled

func GetDebugEnabled() bool

Returns true when the NavigationServer has debug enabled.

func GetMaps

func GetMaps() [][]RID.NavigationMap3D

Returns all created navigation map Resource.IDs on the NavigationServer. This returns both 2D and 3D created navigation maps as there is technically no distinction between them.

func GetProcessInfo

func GetProcessInfo(process_info ProcessInfo) int

Returns information about the current state of the NavigationServer.

func IsBakingNavigationMesh

func IsBakingNavigationMesh(navigation_mesh NavigationMesh.Instance) bool

Returns true when the provided navigation mesh is being baked on a background thread.

func LinkCreate

func LinkCreate() RID.NavigationLink3D

Create a new link between two positions on a map.

func LinkGetEnabled

func LinkGetEnabled(link RID.NavigationLink3D) bool

Returns true if the specified 'link' is enabled.

func LinkGetEndPosition

func LinkGetEndPosition(link RID.NavigationLink3D) Vector3.XYZ

Returns the ending position of this 'link'.

func LinkGetEnterCost

func LinkGetEnterCost(link RID.NavigationLink3D) Float.X

Returns the enter cost of this 'link'.

func LinkGetIterationId

func LinkGetIterationId(link RID.NavigationLink3D) int

Returns the current iteration ID of the navigation link. Every time the navigation link changes and synchronizes, the iteration ID increases. An iteration ID of 0 means the navigation link has never synchronized.

Note: The iteration ID will wrap around to 1 after reaching its range limit.

func LinkGetMap

func LinkGetMap(link RID.NavigationLink3D) RID.NavigationMap3D

Returns the navigation map Resource.ID the requested 'link' is currently assigned to.

func LinkGetNavigationLayers

func LinkGetNavigationLayers(link RID.NavigationLink3D) int

Returns the navigation layers for this 'link'.

func LinkGetOwnerId

func LinkGetOwnerId(link RID.NavigationLink3D) int

Returns the ObjectID of the object which manages this link.

func LinkGetStartPosition

func LinkGetStartPosition(link RID.NavigationLink3D) Vector3.XYZ

Returns the starting position of this 'link'.

func LinkGetTravelCost

func LinkGetTravelCost(link RID.NavigationLink3D) Float.X

Returns the travel cost of this 'link'.

func LinkIsBidirectional

func LinkIsBidirectional(link RID.NavigationLink3D) bool

Returns whether this 'link' can be travelled in both directions.

func LinkSetBidirectional

func LinkSetBidirectional(link RID.NavigationLink3D, bidirectional bool)

Sets whether this 'link' can be travelled in both directions.

func LinkSetEnabled

func LinkSetEnabled(link RID.NavigationLink3D, enabled bool)

If 'enabled' is true, the specified 'link' will contribute to its current navigation map.

func LinkSetEndPosition

func LinkSetEndPosition(link RID.NavigationLink3D, position Vector3.XYZ)

Sets the exit position for the 'link'.

func LinkSetEnterCost

func LinkSetEnterCost(link RID.NavigationLink3D, enter_cost Float.X)

Sets the 'enter_cost' for this 'link'.

func LinkSetMap

func LinkSetMap(link RID.NavigationLink3D, map_ RID.NavigationMap3D)

Sets the navigation map Resource.ID for the link.

func LinkSetNavigationLayers

func LinkSetNavigationLayers(link RID.NavigationLink3D, navigation_layers int)

Set the links's navigation layers. This allows selecting links from a path request (when using NavigationServer3D.MapGetPath).

func LinkSetOwnerId

func LinkSetOwnerId(link RID.NavigationLink3D, owner_id int)

Set the ObjectID of the object which manages this link.

func LinkSetStartPosition

func LinkSetStartPosition(link RID.NavigationLink3D, position Vector3.XYZ)

Sets the entry position for this 'link'.

func LinkSetTravelCost

func LinkSetTravelCost(link RID.NavigationLink3D, travel_cost Float.X)

Sets the 'travel_cost' for this 'link'.

func MapCreate

func MapCreate() RID.NavigationMap3D

Create a new map.

func MapForceUpdate

func MapForceUpdate(map_ RID.NavigationMap3D)

This function immediately forces synchronization of the specified navigation 'map' Resource.ID. By default navigation maps are only synchronized at the end of each physics frame. This function can be used to immediately (re)calculate all the navigation meshes and region connections of the navigation map. This makes it possible to query a navigation path for a changed map immediately and in the same frame (multiple times if needed).

Due to technical restrictions the current NavigationServer command queue will be flushed. This means all already queued update commands for this physics frame will be executed, even those intended for other maps, regions and agents not part of the specified map. The expensive computation of the navigation meshes and region connections of a map will only be done for the specified map. Other maps will receive the normal synchronization at the end of the physics frame. Should the specified map receive changes after the forced update it will update again as well when the other maps receive their update.

Avoidance processing and dispatch of the safe_velocity signals is unaffected by this function and continues to happen for all maps and agents at the end of the physics frame.

Note: With great power comes great responsibility. This function should only be used by users that really know what they are doing and have a good reason for it. Forcing an immediate update of a navigation map requires locking the NavigationServer and flushing the entire NavigationServer command queue. Not only can this severely impact the performance of a game but it can also introduce bugs if used inappropriately without much foresight.

func MapGetAgents

func MapGetAgents(map_ RID.NavigationMap3D) [][]RID.NavigationAgent3D

Returns all navigation agents Resource.IDs that are currently assigned to the requested navigation 'map'.

func MapGetCellHeight

func MapGetCellHeight(map_ RID.NavigationMap3D) Float.X

Returns the map cell height used to rasterize the navigation mesh vertices on the Y axis.

func MapGetCellSize

func MapGetCellSize(map_ RID.NavigationMap3D) Float.X

Returns the map cell size used to rasterize the navigation mesh vertices on the XZ plane.

func MapGetClosestPoint

func MapGetClosestPoint(map_ RID.NavigationMap3D, to_point Vector3.XYZ) Vector3.XYZ

Returns the navigation mesh surface point closest to the provided 'to_point' on the navigation 'map'.

func MapGetClosestPointNormal

func MapGetClosestPointNormal(map_ RID.NavigationMap3D, to_point Vector3.XYZ) Vector3.XYZ

Returns the navigation mesh surface normal closest to the provided 'to_point' on the navigation 'map'.

func MapGetClosestPointOwner

func MapGetClosestPointOwner(map_ RID.NavigationMap3D, to_point Vector3.XYZ) RID.NavigationRegion3D

Returns the owner region RID for the navigation mesh surface point closest to the provided 'to_point' on the navigation 'map'.

func MapGetClosestPointToSegment

func MapGetClosestPointToSegment(map_ RID.NavigationMap3D, start Vector3.XYZ, end Vector3.XYZ, use_collision bool) Vector3.XYZ

Returns the navigation mesh surface point closest to the provided 'start' and 'end' segment on the navigation 'map'.

If 'use_collision' is true, a closest point test is only done when the segment intersects with the navigation mesh surface.

func MapGetEdgeConnectionMargin

func MapGetEdgeConnectionMargin(map_ RID.NavigationMap3D) Float.X

Returns the edge connection margin of the map. This distance is the minimum vertex distance needed to connect two edges from different regions.

func MapGetIterationId

func MapGetIterationId(map_ RID.NavigationMap3D) int

Returns the current iteration id of the navigation map. Every time the navigation map changes and synchronizes the iteration id increases. An iteration id of 0 means the navigation map has never synchronized.

Note: The iteration id will wrap back to 1 after reaching its range limit.

func MapGetLinkConnectionRadius

func MapGetLinkConnectionRadius(map_ RID.NavigationMap3D) Float.X

Returns the link connection radius of the map. This distance is the maximum range any link will search for navigation mesh polygons to connect to.

func MapGetLinks(map_ RID.NavigationMap3D) [][]RID.NavigationLink3D

Returns all navigation link Resource.IDs that are currently assigned to the requested navigation 'map'.

func MapGetMergeRasterizerCellScale

func MapGetMergeRasterizerCellScale(map_ RID.NavigationMap3D) Float.X

Returns map's internal merge rasterizer cell scale.

func MapGetObstacles

func MapGetObstacles(map_ RID.NavigationMap3D) [][]RID.NavigationObstacle3D

Returns all navigation obstacle Resource.IDs that are currently assigned to the requested navigation 'map'.

func MapGetPath

func MapGetPath(map_ RID.NavigationMap3D, origin Vector3.XYZ, destination Vector3.XYZ, optimize bool) []Vector3.XYZ

Returns the navigation path to reach the destination from the origin. 'navigation_layers' is a bitmask of all region navigation layers that are allowed to be in the path.

func MapGetPathOptions

func MapGetPathOptions(map_ RID.NavigationMap3D, origin Vector3.XYZ, destination Vector3.XYZ, optimize bool, navigation_layers int) []Vector3.XYZ

Returns the navigation path to reach the destination from the origin. 'navigation_layers' is a bitmask of all region navigation layers that are allowed to be in the path.

func MapGetRandomPoint

func MapGetRandomPoint(map_ RID.NavigationMap3D, navigation_layers int, uniformly bool) Vector3.XYZ

Returns a random position picked from all map region polygons with matching 'navigation_layers'.

If 'uniformly' is true, all map regions, polygons, and faces are weighted by their surface area (slower).

If 'uniformly' is false, just a random region and a random polygon are picked (faster).

func MapGetRegions

func MapGetRegions(map_ RID.NavigationMap3D) [][]RID.NavigationRegion3D

Returns all navigation regions Resource.IDs that are currently assigned to the requested navigation 'map'.

func MapGetUp

func MapGetUp(map_ RID.NavigationMap3D) Vector3.XYZ

Returns the map's up direction.

func MapGetUseAsyncIterations

func MapGetUseAsyncIterations(map_ RID.NavigationMap3D) bool

Returns true if the 'map' synchronization uses an async process that runs on a background thread.

func MapGetUseEdgeConnections

func MapGetUseEdgeConnections(map_ RID.NavigationMap3D) bool

Returns true if the navigation 'map' allows navigation regions to use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.

func MapIsActive

func MapIsActive(map_ RID.NavigationMap3D) bool

Returns true if the map is active.

func MapSetActive

func MapSetActive(map_ RID.NavigationMap3D, active bool)

Sets the map active.

func MapSetCellHeight

func MapSetCellHeight(map_ RID.NavigationMap3D, cell_height Float.X)

Sets the map cell height used to rasterize the navigation mesh vertices on the Y axis. Must match with the cell height of the used navigation meshes.

func MapSetCellSize

func MapSetCellSize(map_ RID.NavigationMap3D, cell_size Float.X)

Sets the map cell size used to rasterize the navigation mesh vertices on the XZ plane. Must match with the cell size of the used navigation meshes.

func MapSetEdgeConnectionMargin

func MapSetEdgeConnectionMargin(map_ RID.NavigationMap3D, margin Float.X)

Set the map edge connection margin used to weld the compatible region edges.

func MapSetLinkConnectionRadius

func MapSetLinkConnectionRadius(map_ RID.NavigationMap3D, radius Float.X)

Set the map's link connection radius used to connect links to navigation polygons.

func MapSetMergeRasterizerCellScale

func MapSetMergeRasterizerCellScale(map_ RID.NavigationMap3D, scale Float.X)

Set the map's internal merge rasterizer cell scale used to control merging sensitivity.

func MapSetUp

func MapSetUp(map_ RID.NavigationMap3D, up Vector3.XYZ)

Sets the map up direction.

func MapSetUseAsyncIterations

func MapSetUseAsyncIterations(map_ RID.NavigationMap3D, enabled bool)

If 'enabled' is true the 'map' synchronization uses an async process that runs on a background thread.

func MapSetUseEdgeConnections

func MapSetUseEdgeConnections(map_ RID.NavigationMap3D, enabled bool)

Set the navigation 'map' edge connection use. If 'enabled' is true, the navigation map allows navigation regions to use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.

func ObstacleCreate

func ObstacleCreate() RID.NavigationObstacle3D

Creates a new obstacle.

func ObstacleGetAvoidanceEnabled

func ObstacleGetAvoidanceEnabled(obstacle RID.NavigationObstacle3D) bool

Returns true if the provided 'obstacle' has avoidance enabled.

func ObstacleGetAvoidanceLayers

func ObstacleGetAvoidanceLayers(obstacle RID.NavigationObstacle3D) int

Returns the avoidance_layers bitmask of the specified 'obstacle'.

func ObstacleGetHeight

func ObstacleGetHeight(obstacle RID.NavigationObstacle3D) Float.X

Returns the height of the specified 'obstacle'.

func ObstacleGetMap

func ObstacleGetMap(obstacle RID.NavigationObstacle3D) RID.NavigationMap3D

Returns the navigation map Resource.ID the requested 'obstacle' is currently assigned to.

func ObstacleGetPaused

func ObstacleGetPaused(obstacle RID.NavigationObstacle3D) bool

Returns true if the specified 'obstacle' is paused.

func ObstacleGetPosition

func ObstacleGetPosition(obstacle RID.NavigationObstacle3D) Vector3.XYZ

Returns the position of the specified 'obstacle' in world space.

func ObstacleGetRadius

func ObstacleGetRadius(obstacle RID.NavigationObstacle3D) Float.X

Returns the radius of the specified dynamic 'obstacle'.

func ObstacleGetUse3dAvoidance

func ObstacleGetUse3dAvoidance(obstacle RID.NavigationObstacle3D) bool

Returns true if the provided 'obstacle' uses avoidance in 3D space Vector3(x,y,z) instead of horizontal 2D Vector2(x,y) / Vector3(x,0.0,z).

func ObstacleGetVelocity

func ObstacleGetVelocity(obstacle RID.NavigationObstacle3D) Vector3.XYZ

Returns the velocity of the specified dynamic 'obstacle'.

func ObstacleGetVertices

func ObstacleGetVertices(obstacle RID.NavigationObstacle3D) []Vector3.XYZ

Returns the outline vertices for the specified 'obstacle'.

func ObstacleSetAvoidanceEnabled

func ObstacleSetAvoidanceEnabled(obstacle RID.NavigationObstacle3D, enabled bool)

If 'enabled' is true, the provided 'obstacle' affects avoidance using agents.

func ObstacleSetAvoidanceLayers

func ObstacleSetAvoidanceLayers(obstacle RID.NavigationObstacle3D, layers int)

Set the obstacles's avoidance_layers bitmask.

func ObstacleSetHeight

func ObstacleSetHeight(obstacle RID.NavigationObstacle3D, height Float.X)

Sets the 'height' for the 'obstacle'. In 3D agents will ignore obstacles that are above or below them while using 2D avoidance.

func ObstacleSetMap

func ObstacleSetMap(obstacle RID.NavigationObstacle3D, map_ RID.NavigationMap3D)

Assigns the 'obstacle' to a navigation map.

func ObstacleSetPaused

func ObstacleSetPaused(obstacle RID.NavigationObstacle3D, paused bool)

If 'paused' is true the specified 'obstacle' will not be processed. For example, it will no longer affect avoidance velocities.

func ObstacleSetPosition

func ObstacleSetPosition(obstacle RID.NavigationObstacle3D, position Vector3.XYZ)

Updates the 'position' in world space for the 'obstacle'.

func ObstacleSetRadius

func ObstacleSetRadius(obstacle RID.NavigationObstacle3D, radius Float.X)

Sets the radius of the dynamic obstacle.

func ObstacleSetUse3dAvoidance

func ObstacleSetUse3dAvoidance(obstacle RID.NavigationObstacle3D, enabled bool)

Sets if the 'obstacle' uses the 2D avoidance or the 3D avoidance while avoidance is enabled.

func ObstacleSetVelocity

func ObstacleSetVelocity(obstacle RID.NavigationObstacle3D, velocity Vector3.XYZ)

Sets 'velocity' of the dynamic 'obstacle'. Allows other agents to better predict the movement of the dynamic obstacle. Only works in combination with the radius of the obstacle.

func ObstacleSetVertices

func ObstacleSetVertices(obstacle RID.NavigationObstacle3D, vertices []Vector3.XYZ)

Sets the outline vertices for the obstacle. If the vertices are winded in clockwise order agents will be pushed in by the obstacle, else they will be pushed out.

func OnAvoidanceDebugChanged

func OnAvoidanceDebugChanged(cb func(), flags ...Signal.Flags)

func OnMapChanged

func OnMapChanged(cb func(map_ RID.Any), flags ...Signal.Flags)

func OnNavigationDebugChanged

func OnNavigationDebugChanged(cb func(), flags ...Signal.Flags)

func ParseSourceGeometryData

func ParseSourceGeometryData(navigation_mesh NavigationMesh.Instance, source_geometry_data NavigationMeshSourceGeometryData3D.Instance, root_node Node.Instance, callback func())

Parses the SceneTree for source geometry according to the properties of 'navigation_mesh'. Updates the provided 'source_geometry_data' resource with the resulting data. The resource can then be used to bake a navigation mesh with BakeFromSourceGeometryData. After the process is finished the optional 'callback' will be called.

Note: This function needs to run on the main thread or with a deferred call as the SceneTree is not thread-safe.

Performance: While convenient, reading data arrays from Mesh resources can affect the frame rate negatively. The data needs to be received from the GPU, stalling the RenderingServer in the process. For performance prefer the use of e.g. collision shapes or creating the data arrays entirely in code.

func QueryPath

func QueryPath(parameters NavigationPathQueryParameters3D.Instance, result NavigationPathQueryResult3D.Instance, callback func())

Queries a path in a given navigation map. Start and target position and other parameters are defined through NavigationPathQueryParameters3D. Updates the provided NavigationPathQueryResult3D result object with the path among other results requested by the query. After the process is finished the optional 'callback' will be called.

func RegionBakeNavigationMesh

func RegionBakeNavigationMesh(navigation_mesh NavigationMesh.Instance, root_node Node.Instance)

Bakes the 'navigation_mesh' with bake source geometry collected starting from the 'root_node'.

func RegionCreate

func RegionCreate() RID.NavigationRegion3D

Creates a new region.

func RegionGetBounds

func RegionGetBounds(region RID.NavigationRegion3D) AABB.PositionSize

Returns the axis-aligned bounding box for the 'region”s transformed navigation mesh.

func RegionGetClosestPoint

func RegionGetClosestPoint(region RID.NavigationRegion3D, to_point Vector3.XYZ) Vector3.XYZ

Returns the navigation mesh surface point closest to the provided 'to_point' on the navigation 'region'.

func RegionGetClosestPointNormal

func RegionGetClosestPointNormal(region RID.NavigationRegion3D, to_point Vector3.XYZ) Vector3.XYZ

Returns the navigation mesh surface normal closest to the provided 'to_point' on the navigation 'region'.

func RegionGetClosestPointToSegment

func RegionGetClosestPointToSegment(region RID.NavigationRegion3D, start Vector3.XYZ, end Vector3.XYZ, use_collision bool) Vector3.XYZ

Returns the navigation mesh surface point closest to the provided 'start' and 'end' segment on the navigation 'region'.

If 'use_collision' is true, a closest point test is only done when the segment intersects with the navigation mesh surface.

func RegionGetConnectionPathwayEnd

func RegionGetConnectionPathwayEnd(region RID.NavigationRegion3D, connection int) Vector3.XYZ

Returns the ending point of a connection door. 'connection' is an index between 0 and the return value of RegionGetConnectionsCount.

func RegionGetConnectionPathwayStart

func RegionGetConnectionPathwayStart(region RID.NavigationRegion3D, connection int) Vector3.XYZ

Returns the starting point of a connection door. 'connection' is an index between 0 and the return value of RegionGetConnectionsCount.

func RegionGetConnectionsCount

func RegionGetConnectionsCount(region RID.NavigationRegion3D) int

Returns how many connections this 'region' has with other regions in the map.

func RegionGetEnabled

func RegionGetEnabled(region RID.NavigationRegion3D) bool

Returns true if the specified 'region' is enabled.

func RegionGetEnterCost

func RegionGetEnterCost(region RID.NavigationRegion3D) Float.X

Returns the enter cost of this 'region'.

func RegionGetIterationId

func RegionGetIterationId(region RID.NavigationRegion3D) int

Returns the current iteration ID of the navigation region. Every time the navigation region changes and synchronizes, the iteration ID increases. An iteration ID of 0 means the navigation region has never synchronized.

Note: The iteration ID will wrap around to 1 after reaching its range limit.

func RegionGetMap

func RegionGetMap(region RID.NavigationRegion3D) RID.NavigationMap3D

Returns the navigation map Resource.ID the requested 'region' is currently assigned to.

func RegionGetNavigationLayers

func RegionGetNavigationLayers(region RID.NavigationRegion3D) int

Returns the region's navigation layers.

func RegionGetOwnerId

func RegionGetOwnerId(region RID.NavigationRegion3D) int

Returns the ObjectID of the object which manages this region.

func RegionGetRandomPoint

func RegionGetRandomPoint(region RID.NavigationRegion3D, navigation_layers int, uniformly bool) Vector3.XYZ

Returns a random position picked from all region polygons with matching 'navigation_layers'.

If 'uniformly' is true, all region polygons and faces are weighted by their surface area (slower).

If 'uniformly' is false, just a random polygon and face is picked (faster).

func RegionGetTransform

func RegionGetTransform(region RID.NavigationRegion3D) Transform3D.BasisOrigin

Returns the global transformation of this 'region'.

func RegionGetTravelCost

func RegionGetTravelCost(region RID.NavigationRegion3D) Float.X

Returns the travel cost of this 'region'.

func RegionGetUseAsyncIterations

func RegionGetUseAsyncIterations(region RID.NavigationRegion3D) bool

Returns true if the 'region' uses an async synchronization process that runs on a background thread.

func RegionGetUseEdgeConnections

func RegionGetUseEdgeConnections(region RID.NavigationRegion3D) bool

Returns true if the navigation 'region' is set to use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.

func RegionOwnsPoint

func RegionOwnsPoint(region RID.NavigationRegion3D, point Vector3.XYZ) bool

Returns true if the provided 'point' in world space is currently owned by the provided navigation 'region'. Owned in this context means that one of the region's navigation mesh polygon faces has a possible position at the closest distance to this point compared to all other navigation meshes from other navigation regions that are also registered on the navigation map of the provided region.

If multiple navigation meshes have positions at equal distance the navigation region whose polygons are processed first wins the ownership. Polygons are processed in the same order that navigation regions were registered on the NavigationServer.

Note: If navigation meshes from different navigation regions overlap (which should be avoided in general) the result might not be what is expected.

func RegionSetEnabled

func RegionSetEnabled(region RID.NavigationRegion3D, enabled bool)

If 'enabled' is true, the specified 'region' will contribute to its current navigation map.

func RegionSetEnterCost

func RegionSetEnterCost(region RID.NavigationRegion3D, enter_cost Float.X)

Sets the 'enter_cost' for this 'region'.

func RegionSetMap

func RegionSetMap(region RID.NavigationRegion3D, map_ RID.NavigationMap3D)

Sets the map for the region.

func RegionSetNavigationLayers

func RegionSetNavigationLayers(region RID.NavigationRegion3D, navigation_layers int)

Set the region's navigation layers. This allows selecting regions from a path request (when using NavigationServer3D.MapGetPath).

func RegionSetNavigationMesh

func RegionSetNavigationMesh(region RID.NavigationRegion3D, navigation_mesh NavigationMesh.Instance)

Sets the navigation mesh for the region.

func RegionSetOwnerId

func RegionSetOwnerId(region RID.NavigationRegion3D, owner_id int)

Set the ObjectID of the object which manages this region.

func RegionSetTransform

func RegionSetTransform(region RID.NavigationRegion3D, transform Transform3D.BasisOrigin)

Sets the global transformation for the region.

func RegionSetTravelCost

func RegionSetTravelCost(region RID.NavigationRegion3D, travel_cost Float.X)

Sets the 'travel_cost' for this 'region'.

func RegionSetUseAsyncIterations

func RegionSetUseAsyncIterations(region RID.NavigationRegion3D, enabled bool)

If 'enabled' is true the 'region' uses an async synchronization process that runs on a background thread.

func RegionSetUseEdgeConnections

func RegionSetUseEdgeConnections(region RID.NavigationRegion3D, enabled bool)

If 'enabled' is true, the navigation 'region' will use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.

func SetActive

func SetActive(active bool)

Control activation of this server.

func SetDebugEnabled

func SetDebugEnabled(enabled bool)

If true enables debug mode on the NavigationServer.

func SimplifyPath

func SimplifyPath(path []Vector3.XYZ, epsilon Float.X) []Vector3.XYZ

Returns a simplified version of 'path' with less critical path points removed. The simplification amount is in worlds units and controlled by 'epsilon'. The simplification uses a variant of Ramer-Douglas-Peucker algorithm for curve point decimation.

Path simplification can be helpful to mitigate various path following issues that can arise with certain agent types and script behaviors. E.g. "steering" agents or avoidance in "open fields".

func SourceGeometryParserCreate

func SourceGeometryParserCreate() RID.NavigationSourceGeometryParser3D

Creates a new source geometry parser. If a func is set for the parser with SourceGeometryParserSetCallback the callback will be called for every single node that gets parsed whenever ParseSourceGeometryData is used.

func SourceGeometryParserSetCallback

func SourceGeometryParserSetCallback(parser RID.NavigationSourceGeometryParser3D, callback func(navigation_mesh NavigationPolygon.Instance, source_geometry_data NavigationMeshSourceGeometryData3D.Instance, node Node.Instance))

Sets the 'callback' func for the specific source geometry 'parser'. The func will receive a call with the following parameters:

- navigation_mesh - The NavigationMesh reference used to define the parse settings. Do NOT edit or add directly to the navigation mesh.

- source_geometry_data - The NavigationMeshSourceGeometryData3D reference. Add custom source geometry for navigation mesh baking to this object.

- node - The Node that is parsed.

Types

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]) 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.NavigationServer3D

Instance of the class with convieniently typed arguments and results.

func (Instance) AsObject

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

func (Instance) ID

func (self Instance) ID() ID

func (*Instance) SetObject

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

func (Instance) Virtual

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

type ProcessInfo

type ProcessInfo int //gd:NavigationServer3D.ProcessInfo
const (
	// Constant to get the number of active navigation maps.
	InfoActiveMaps ProcessInfo = 0
	// Constant to get the number of active navigation regions.
	InfoRegionCount ProcessInfo = 1
	// Constant to get the number of active navigation agents processing avoidance.
	InfoAgentCount ProcessInfo = 2
	// Constant to get the number of active navigation links.
	InfoLinkCount ProcessInfo = 3
	// Constant to get the number of navigation mesh polygons.
	InfoPolygonCount ProcessInfo = 4
	// Constant to get the number of navigation mesh polygon edges.
	InfoEdgeCount ProcessInfo = 5
	// Constant to get the number of navigation mesh polygon edges that were merged due to edge key overlap.
	InfoEdgeMergeCount ProcessInfo = 6
	// Constant to get the number of navigation mesh polygon edges that are considered connected by edge proximity.
	InfoEdgeConnectionCount ProcessInfo = 7
	// Constant to get the number of navigation mesh polygon edges that could not be merged but may be still connected by edge proximity or with links.
	InfoEdgeFreeCount ProcessInfo = 8
	// Constant to get the number of active navigation obstacles.
	InfoObstacleCount ProcessInfo = 9
)

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