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 ¶
- func Advanced() class
- func AgentCreate() RID.NavigationAgent3D
- func AgentGetAvoidanceEnabled(agent RID.NavigationAgent3D) bool
- func AgentGetAvoidanceLayers(agent RID.NavigationAgent3D) int
- func AgentGetAvoidanceMask(agent RID.NavigationAgent3D) int
- func AgentGetAvoidancePriority(agent RID.NavigationAgent3D) Float.X
- func AgentGetHeight(agent RID.NavigationAgent3D) Float.X
- func AgentGetMap(agent RID.NavigationAgent3D) RID.NavigationMap3D
- func AgentGetMaxNeighbors(agent RID.NavigationAgent3D) int
- func AgentGetMaxSpeed(agent RID.NavigationAgent3D) Float.X
- func AgentGetNeighborDistance(agent RID.NavigationAgent3D) Float.X
- func AgentGetPaused(agent RID.NavigationAgent3D) bool
- func AgentGetPosition(agent RID.NavigationAgent3D) Vector3.XYZ
- func AgentGetRadius(agent RID.NavigationAgent3D) Float.X
- func AgentGetTimeHorizonAgents(agent RID.NavigationAgent3D) Float.X
- func AgentGetTimeHorizonObstacles(agent RID.NavigationAgent3D) Float.X
- func AgentGetUse3dAvoidance(agent RID.NavigationAgent3D) bool
- func AgentGetVelocity(agent RID.NavigationAgent3D) Vector3.XYZ
- func AgentHasAvoidanceCallback(agent RID.NavigationAgent3D) bool
- func AgentIsMapChanged(agent RID.NavigationAgent3D) bool
- func AgentSetAvoidanceCallback(agent RID.NavigationAgent3D, callback func(velocity Vector3.XYZ))
- func AgentSetAvoidanceEnabled(agent RID.NavigationAgent3D, enabled bool)
- func AgentSetAvoidanceLayers(agent RID.NavigationAgent3D, layers int)
- func AgentSetAvoidanceMask(agent RID.NavigationAgent3D, mask int)
- func AgentSetAvoidancePriority(agent RID.NavigationAgent3D, priority Float.X)
- func AgentSetHeight(agent RID.NavigationAgent3D, height Float.X)
- func AgentSetMap(agent RID.NavigationAgent3D, map_ RID.NavigationMap3D)
- func AgentSetMaxNeighbors(agent RID.NavigationAgent3D, count int)
- func AgentSetMaxSpeed(agent RID.NavigationAgent3D, max_speed Float.X)
- func AgentSetNeighborDistance(agent RID.NavigationAgent3D, distance Float.X)
- func AgentSetPaused(agent RID.NavigationAgent3D, paused bool)
- func AgentSetPosition(agent RID.NavigationAgent3D, position Vector3.XYZ)
- func AgentSetRadius(agent RID.NavigationAgent3D, radius Float.X)
- func AgentSetTimeHorizonAgents(agent RID.NavigationAgent3D, time_horizon Float.X)
- func AgentSetTimeHorizonObstacles(agent RID.NavigationAgent3D, time_horizon Float.X)
- func AgentSetUse3dAvoidance(agent RID.NavigationAgent3D, enabled bool)
- func AgentSetVelocity(agent RID.NavigationAgent3D, velocity Vector3.XYZ)
- func AgentSetVelocityForced(agent RID.NavigationAgent3D, velocity Vector3.XYZ)
- func BakeFromSourceGeometryData(navigation_mesh NavigationMesh.Instance, ...)
- func BakeFromSourceGeometryDataAsync(navigation_mesh NavigationMesh.Instance, ...)
- func FreeRid(rid RID.Any)
- func GetDebugEnabled() bool
- func GetMaps() [][]RID.NavigationMap3D
- func GetProcessInfo(process_info ProcessInfo) int
- func IsBakingNavigationMesh(navigation_mesh NavigationMesh.Instance) bool
- func LinkCreate() RID.NavigationLink3D
- func LinkGetEnabled(link RID.NavigationLink3D) bool
- func LinkGetEndPosition(link RID.NavigationLink3D) Vector3.XYZ
- func LinkGetEnterCost(link RID.NavigationLink3D) Float.X
- func LinkGetIterationId(link RID.NavigationLink3D) int
- func LinkGetMap(link RID.NavigationLink3D) RID.NavigationMap3D
- func LinkGetNavigationLayers(link RID.NavigationLink3D) int
- func LinkGetOwnerId(link RID.NavigationLink3D) int
- func LinkGetStartPosition(link RID.NavigationLink3D) Vector3.XYZ
- func LinkGetTravelCost(link RID.NavigationLink3D) Float.X
- func LinkIsBidirectional(link RID.NavigationLink3D) bool
- func LinkSetBidirectional(link RID.NavigationLink3D, bidirectional bool)
- func LinkSetEnabled(link RID.NavigationLink3D, enabled bool)
- func LinkSetEndPosition(link RID.NavigationLink3D, position Vector3.XYZ)
- func LinkSetEnterCost(link RID.NavigationLink3D, enter_cost Float.X)
- func LinkSetMap(link RID.NavigationLink3D, map_ RID.NavigationMap3D)
- func LinkSetNavigationLayers(link RID.NavigationLink3D, navigation_layers int)
- func LinkSetOwnerId(link RID.NavigationLink3D, owner_id int)
- func LinkSetStartPosition(link RID.NavigationLink3D, position Vector3.XYZ)
- func LinkSetTravelCost(link RID.NavigationLink3D, travel_cost Float.X)
- func MapCreate() RID.NavigationMap3D
- func MapForceUpdate(map_ RID.NavigationMap3D)
- func MapGetAgents(map_ RID.NavigationMap3D) [][]RID.NavigationAgent3D
- func MapGetCellHeight(map_ RID.NavigationMap3D) Float.X
- func MapGetCellSize(map_ RID.NavigationMap3D) Float.X
- func MapGetClosestPoint(map_ RID.NavigationMap3D, to_point Vector3.XYZ) Vector3.XYZ
- func MapGetClosestPointNormal(map_ RID.NavigationMap3D, to_point Vector3.XYZ) Vector3.XYZ
- func MapGetClosestPointOwner(map_ RID.NavigationMap3D, to_point Vector3.XYZ) RID.NavigationRegion3D
- func MapGetClosestPointToSegment(map_ RID.NavigationMap3D, start Vector3.XYZ, end Vector3.XYZ, ...) Vector3.XYZ
- func MapGetEdgeConnectionMargin(map_ RID.NavigationMap3D) Float.X
- func MapGetIterationId(map_ RID.NavigationMap3D) int
- func MapGetLinkConnectionRadius(map_ RID.NavigationMap3D) Float.X
- func MapGetLinks(map_ RID.NavigationMap3D) [][]RID.NavigationLink3D
- func MapGetMergeRasterizerCellScale(map_ RID.NavigationMap3D) Float.X
- func MapGetObstacles(map_ RID.NavigationMap3D) [][]RID.NavigationObstacle3D
- func MapGetPath(map_ RID.NavigationMap3D, origin Vector3.XYZ, destination Vector3.XYZ, ...) []Vector3.XYZ
- func MapGetPathOptions(map_ RID.NavigationMap3D, origin Vector3.XYZ, destination Vector3.XYZ, ...) []Vector3.XYZ
- func MapGetRandomPoint(map_ RID.NavigationMap3D, navigation_layers int, uniformly bool) Vector3.XYZ
- func MapGetRegions(map_ RID.NavigationMap3D) [][]RID.NavigationRegion3D
- func MapGetUp(map_ RID.NavigationMap3D) Vector3.XYZ
- func MapGetUseAsyncIterations(map_ RID.NavigationMap3D) bool
- func MapGetUseEdgeConnections(map_ RID.NavigationMap3D) bool
- func MapIsActive(map_ RID.NavigationMap3D) bool
- func MapSetActive(map_ RID.NavigationMap3D, active bool)
- func MapSetCellHeight(map_ RID.NavigationMap3D, cell_height Float.X)
- func MapSetCellSize(map_ RID.NavigationMap3D, cell_size Float.X)
- func MapSetEdgeConnectionMargin(map_ RID.NavigationMap3D, margin Float.X)
- func MapSetLinkConnectionRadius(map_ RID.NavigationMap3D, radius Float.X)
- func MapSetMergeRasterizerCellScale(map_ RID.NavigationMap3D, scale Float.X)
- func MapSetUp(map_ RID.NavigationMap3D, up Vector3.XYZ)
- func MapSetUseAsyncIterations(map_ RID.NavigationMap3D, enabled bool)
- func MapSetUseEdgeConnections(map_ RID.NavigationMap3D, enabled bool)
- func ObstacleCreate() RID.NavigationObstacle3D
- func ObstacleGetAvoidanceEnabled(obstacle RID.NavigationObstacle3D) bool
- func ObstacleGetAvoidanceLayers(obstacle RID.NavigationObstacle3D) int
- func ObstacleGetHeight(obstacle RID.NavigationObstacle3D) Float.X
- func ObstacleGetMap(obstacle RID.NavigationObstacle3D) RID.NavigationMap3D
- func ObstacleGetPaused(obstacle RID.NavigationObstacle3D) bool
- func ObstacleGetPosition(obstacle RID.NavigationObstacle3D) Vector3.XYZ
- func ObstacleGetRadius(obstacle RID.NavigationObstacle3D) Float.X
- func ObstacleGetUse3dAvoidance(obstacle RID.NavigationObstacle3D) bool
- func ObstacleGetVelocity(obstacle RID.NavigationObstacle3D) Vector3.XYZ
- func ObstacleGetVertices(obstacle RID.NavigationObstacle3D) []Vector3.XYZ
- func ObstacleSetAvoidanceEnabled(obstacle RID.NavigationObstacle3D, enabled bool)
- func ObstacleSetAvoidanceLayers(obstacle RID.NavigationObstacle3D, layers int)
- func ObstacleSetHeight(obstacle RID.NavigationObstacle3D, height Float.X)
- func ObstacleSetMap(obstacle RID.NavigationObstacle3D, map_ RID.NavigationMap3D)
- func ObstacleSetPaused(obstacle RID.NavigationObstacle3D, paused bool)
- func ObstacleSetPosition(obstacle RID.NavigationObstacle3D, position Vector3.XYZ)
- func ObstacleSetRadius(obstacle RID.NavigationObstacle3D, radius Float.X)
- func ObstacleSetUse3dAvoidance(obstacle RID.NavigationObstacle3D, enabled bool)
- func ObstacleSetVelocity(obstacle RID.NavigationObstacle3D, velocity Vector3.XYZ)
- func ObstacleSetVertices(obstacle RID.NavigationObstacle3D, vertices []Vector3.XYZ)
- func OnAvoidanceDebugChanged(cb func(), flags ...Signal.Flags)
- func OnMapChanged(cb func(map_ RID.Any), flags ...Signal.Flags)
- func OnNavigationDebugChanged(cb func(), flags ...Signal.Flags)
- func ParseSourceGeometryData(navigation_mesh NavigationMesh.Instance, ...)
- func QueryPath(parameters NavigationPathQueryParameters3D.Instance, ...)
- func RegionBakeNavigationMesh(navigation_mesh NavigationMesh.Instance, root_node Node.Instance)
- func RegionCreate() RID.NavigationRegion3D
- func RegionGetBounds(region RID.NavigationRegion3D) AABB.PositionSize
- func RegionGetClosestPoint(region RID.NavigationRegion3D, to_point Vector3.XYZ) Vector3.XYZ
- func RegionGetClosestPointNormal(region RID.NavigationRegion3D, to_point Vector3.XYZ) Vector3.XYZ
- func RegionGetClosestPointToSegment(region RID.NavigationRegion3D, start Vector3.XYZ, end Vector3.XYZ, ...) Vector3.XYZ
- func RegionGetConnectionPathwayEnd(region RID.NavigationRegion3D, connection int) Vector3.XYZ
- func RegionGetConnectionPathwayStart(region RID.NavigationRegion3D, connection int) Vector3.XYZ
- func RegionGetConnectionsCount(region RID.NavigationRegion3D) int
- func RegionGetEnabled(region RID.NavigationRegion3D) bool
- func RegionGetEnterCost(region RID.NavigationRegion3D) Float.X
- func RegionGetIterationId(region RID.NavigationRegion3D) int
- func RegionGetMap(region RID.NavigationRegion3D) RID.NavigationMap3D
- func RegionGetNavigationLayers(region RID.NavigationRegion3D) int
- func RegionGetOwnerId(region RID.NavigationRegion3D) int
- func RegionGetRandomPoint(region RID.NavigationRegion3D, navigation_layers int, uniformly bool) Vector3.XYZ
- func RegionGetTransform(region RID.NavigationRegion3D) Transform3D.BasisOrigin
- func RegionGetTravelCost(region RID.NavigationRegion3D) Float.X
- func RegionGetUseAsyncIterations(region RID.NavigationRegion3D) bool
- func RegionGetUseEdgeConnections(region RID.NavigationRegion3D) bool
- func RegionOwnsPoint(region RID.NavigationRegion3D, point Vector3.XYZ) bool
- func RegionSetEnabled(region RID.NavigationRegion3D, enabled bool)
- func RegionSetEnterCost(region RID.NavigationRegion3D, enter_cost Float.X)
- func RegionSetMap(region RID.NavigationRegion3D, map_ RID.NavigationMap3D)
- func RegionSetNavigationLayers(region RID.NavigationRegion3D, navigation_layers int)
- func RegionSetNavigationMesh(region RID.NavigationRegion3D, navigation_mesh NavigationMesh.Instance)
- func RegionSetOwnerId(region RID.NavigationRegion3D, owner_id int)
- func RegionSetTransform(region RID.NavigationRegion3D, transform Transform3D.BasisOrigin)
- func RegionSetTravelCost(region RID.NavigationRegion3D, travel_cost Float.X)
- func RegionSetUseAsyncIterations(region RID.NavigationRegion3D, enabled bool)
- func RegionSetUseEdgeConnections(region RID.NavigationRegion3D, enabled bool)
- func SetActive(active bool)
- func SetDebugEnabled(enabled bool)
- func SimplifyPath(path []Vector3.XYZ, epsilon Float.X) []Vector3.XYZ
- func SourceGeometryParserCreate() RID.NavigationSourceGeometryParser3D
- func SourceGeometryParserSetCallback(parser RID.NavigationSourceGeometryParser3D, ...)
- type Extension
- type ID
- type Instance
- type ProcessInfo
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 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 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 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 ¶
Returns the navigation mesh surface point closest to the provided 'to_point' on the navigation 'map'.
func MapGetClosestPointNormal ¶
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 ¶
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 ¶
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 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 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 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 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 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 RegionGetBounds ¶
func RegionGetBounds(region RID.NavigationRegion3D) AABB.PositionSize
Returns the axis-aligned bounding box for the 'region”s transformed navigation mesh.
func RegionGetClosestPoint ¶
Returns the navigation mesh surface point closest to the provided 'to_point' on the navigation 'region'.
func RegionGetClosestPointNormal ¶
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 SetDebugEnabled ¶
func SetDebugEnabled(enabled bool)
If true enables debug mode on the NavigationServer.
func SimplifyPath ¶
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 ¶
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
type 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.
type Instance ¶
type Instance [1]gdclass.NavigationServer3D
Instance of the class with convieniently typed arguments and results.
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 )