NavigationMesh
实验性: This class may be changed or removed in future versions.
继承: Resource < RefCounted < Object
A navigation mesh that defines traversable areas and obstacles.
描述
A navigation mesh is a collection of polygons that define which areas of an environment are traversable to aid agents in pathfinding through complicated spaces.
属性
方法
void | add_polygon ( polygon: PackedInt32Array ) |
void | clear ( ) |
void | clear_polygons ( ) |
void | create_from_mesh ( mesh: Mesh ) |
bool | get_collision_mask_value ( layer_number: int ) const1 |
PackedInt32Array | get_polygon ( idx: int ) |
int | get_polygon_count ( ) const1 |
PackedVector3Array | get_vertices ( ) const1 |
void | set_collision_mask_value ( layer_number: int, value: bool ) |
void | set_vertices ( vertices: PackedVector3Array ) |
枚举
enum SamplePartitionType:
SamplePartitionType SAMPLE_PARTITION_WATERSHED = 0
Watershed partitioning. Generally the best choice if you precompute the navigation mesh, use this if you have large open areas.
SamplePartitionType SAMPLE_PARTITION_MONOTONE = 1
Monotone partitioning. Use this if you want fast navigation mesh generation.
SamplePartitionType SAMPLE_PARTITION_LAYERS = 2
Layer partitioning. Good choice to use for tiled navigation mesh with medium and small sized tiles.
SamplePartitionType SAMPLE_PARTITION_MAX = 3
Represents the size of the SamplePartitionType enum.
enum ParsedGeometryType:
ParsedGeometryType PARSED_GEOMETRY_MESH_INSTANCES = 0
Parses mesh instances as geometry. This includes MeshInstance3D, CSGShape3D, and GridMap nodes.
ParsedGeometryType PARSED_GEOMETRY_STATIC_COLLIDERS = 1
Parses StaticBody3D colliders as geometry. The collider should be in any of the layers specified by geometry_collision_mask.
ParsedGeometryType PARSED_GEOMETRY_BOTH = 2
Both PARSED_GEOMETRY_MESH_INSTANCES and PARSED_GEOMETRY_STATIC_COLLIDERS.
ParsedGeometryType PARSED_GEOMETRY_MAX = 3
Represents the size of the ParsedGeometryType enum.
enum SourceGeometryMode:
SourceGeometryMode SOURCE_GEOMETRY_ROOT_NODE_CHILDREN = 0
Scans the child nodes of the root node recursively for geometry.
SourceGeometryMode SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN = 1
Scans nodes in a group and their child nodes recursively for geometry. The group is specified by geometry_source_group_name.
SourceGeometryMode SOURCE_GEOMETRY_GROUPS_EXPLICIT = 2
Uses nodes in a group for geometry. The group is specified by geometry_source_group_name.
SourceGeometryMode SOURCE_GEOMETRY_MAX = 3
Represents the size of the SourceGeometryMode enum.
属性说明
float agent_height = 1.5
The minimum floor to ceiling height that will still allow the floor area to be considered walkable.
Note: While baking, this value will be rounded up to the nearest multiple of cell_height.
float agent_max_climb = 0.25
The minimum ledge height that is considered to still be traversable.
Note: While baking, this value will be rounded down to the nearest multiple of cell_height.
float agent_max_slope = 45.0
The maximum slope that is considered walkable, in degrees.
float agent_radius = 0.5
The distance to erode/shrink the walkable area of the heightfield away from obstructions.
Note: While baking, this value will be rounded up to the nearest multiple of cell_size.
float border_size = 0.0
The size of the non-navigable border around the bake bounding area.
In conjunction with the filter_baking_aabb and a edge_max_error value at 1.0 or below the border size can be used to bake tile aligned navigation meshes without the tile edges being shrunk by agent_radius.
Note: While baking and not zero, this value will be rounded up to the nearest multiple of cell_size.
float cell_height = 0.25
The cell height used to rasterize the navigation mesh vertices on the Y axis. Must match with the cell height on the navigation map.
float cell_size = 0.25
The cell size used to rasterize the navigation mesh vertices on the XZ plane. Must match with the cell size on the navigation map.
float detail_sample_distance = 6.0
The sampling distance to use when generating the detail mesh, in cell unit.
float detail_sample_max_error = 1.0
The maximum distance the detail mesh surface should deviate from heightfield, in cell unit.
float edge_max_error = 1.3
The maximum distance a simplified contour's border edges should deviate the original raw contour.
float edge_max_length = 0.0
The maximum allowed length for contour edges along the border of the mesh. A value of 0.0 disables this feature.
Note: While baking, this value will be rounded up to the nearest multiple of cell_size.
AABB filter_baking_aabb = AABB(0, 0, 0, 0, 0, 0)
If the baking AABB has a volume the navigation mesh baking will be restricted to its enclosing area.
Vector3 filter_baking_aabb_offset = Vector3(0, 0, 0)
The position offset applied to the filter_baking_aabb AABB.
bool filter_ledge_spans = false
If true, marks spans that are ledges as non-walkable.
bool filter_low_hanging_obstacles = false
If true, marks non-walkable spans as walkable if their maximum is within agent_max_climb of a walkable neighbor.
bool filter_walkable_low_height_spans = false
voidset_filter_walkable_low_height_spans ( value:bool)boolget_filter_walkable_low_height_spans ( )
If true, marks walkable spans as not walkable if the clearance above the span is less than agent_height.
int geometry_collision_mask = 4294967295
The physics layers to scan for static colliders.
Only used when geometry_parsed_geometry_type is PARSED_GEOMETRY_STATIC_COLLIDERS or PARSED_GEOMETRY_BOTH.
ParsedGeometryType geometry_parsed_geometry_type = 2
voidset_parsed_geometry_type ( value: ParsedGeometryType )- ParsedGeometryType get_parsed_geometry_type ( )
Determines which type of nodes will be parsed as geometry. See ParsedGeometryType for possible values.
SourceGeometryMode geometry_source_geometry_mode = 0
voidset_source_geometry_mode ( value: SourceGeometryMode )- SourceGeometryMode get_source_geometry_mode ( )
The source of the geometry used when baking. See SourceGeometryMode for possible values.
StringName geometry_source_group_name = &"navigation_mesh_source_group"
voidset_source_group_name ( value:StringName)StringNameget_source_group_name ( )
The name of the group to scan for geometry.
Only used when geometry_source_geometry_mode is SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN or SOURCE_GEOMETRY_GROUPS_EXPLICIT.
float region_merge_size = 20.0
Any regions with a size smaller than this will be merged with larger regions if possible.
Note: This value will be squared to calculate the number of cells. For example, a value of 20 will set the number of cells to 400.
float region_min_size = 2.0
The minimum size of a region for it to be created.
Note: This value will be squared to calculate the minimum number of cells allowed to form isolated island areas. For example, a value of 8 will set the number of cells to 64.
SamplePartitionType sample_partition_type = 0
voidset_sample_partition_type ( value: SamplePartitionType )- SamplePartitionType get_sample_partition_type ( )
Partitioning algorithm for creating the navigation mesh polys. See SamplePartitionType for possible values.
float vertices_per_polygon = 6.0
The maximum number of vertices allowed for polygons generated during the contour to polygon conversion process.
方法说明
void add_polygon ( polygon: PackedInt32Array )
Adds a polygon using the indices of the vertices you get when calling get_vertices.
void clear ( )
Clears the internal arrays for vertices and polygon indices.
void clear_polygons ( )
Clears the array of polygons, but it doesn't clear the array of vertices.
void create_from_mesh ( mesh: Mesh )
Initializes the navigation mesh by setting the vertices and indices according to a Mesh.
Note: The given mesh must be of type Mesh.PRIMITIVE_TRIANGLES and have an index array.
bool get_collision_mask_value ( layer_number: int ) const1
Returns whether or not the specified layer of the geometry_collision_mask is enabled, given a layer_number between 1 and 32.
PackedInt32Array get_polygon ( idx: int )
Returns a PackedInt32Array containing the indices of the vertices of a created polygon.
int get_polygon_count ( ) const1
Returns the number of polygons in the navigation mesh.
PackedVector3Array get_vertices ( ) const1
Returns a PackedVector3Array containing all the vertices being used to create the polygons.
void set_collision_mask_value ( layer_number: int, value: bool )
Based on value, enables or disables the specified layer in the geometry_collision_mask, given a layer_number between 1 and 32.
void set_vertices ( vertices: PackedVector3Array )
Sets the vertices that can be then indexed to create polygons with the add_polygon method.
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无返回值。