NavigationServer2D

实验性: This class may be changed or removed in future versions.

继承: Object

A server interface for low-level 2D navigation access.

描述

NavigationServer2D is the server that handles navigation maps, regions and agents. It does not handle A* navigation from AStar2D or AStarGrid2D.

Maps are divided into regions, which are composed of navigation polygons. Together, they define the traversable areas in the 2D world.

Note: Most NavigationServer2D 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 region_set_navigation_layers, which then can be checked upon when requesting a path with map_get_path. 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.

方法

RIDagent_create ( )
boolagent_get_avoidance_enabled ( agent: RID ) const1
intagent_get_avoidance_layers ( agent: RID ) const1
intagent_get_avoidance_mask ( agent: RID ) const1
floatagent_get_avoidance_priority ( agent: RID ) const1
RIDagent_get_map ( agent: RID ) const1
intagent_get_max_neighbors ( agent: RID ) const1
floatagent_get_max_speed ( agent: RID ) const1
floatagent_get_neighbor_distance ( agent: RID ) const1
boolagent_get_paused ( agent: RID ) const1
Vector2agent_get_position ( agent: RID ) const1
floatagent_get_radius ( agent: RID ) const1
floatagent_get_time_horizon_agents ( agent: RID ) const1
floatagent_get_time_horizon_obstacles ( agent: RID ) const1
Vector2agent_get_velocity ( agent: RID ) const1
boolagent_has_avoidance_callback ( agent: RID ) const1
boolagent_is_map_changed ( agent: RID ) const1
voidagent_set_avoidance_callback ( agent: RID, callback: Callable )
voidagent_set_avoidance_enabled ( agent: RID, enabled: bool )
voidagent_set_avoidance_layers ( agent: RID, layers: int )
voidagent_set_avoidance_mask ( agent: RID, mask: int )
voidagent_set_avoidance_priority ( agent: RID, priority: float )
voidagent_set_map ( agent: RID, map: RID )
voidagent_set_max_neighbors ( agent: RID, count: int )
voidagent_set_max_speed ( agent: RID, max_speed: float )
voidagent_set_neighbor_distance ( agent: RID, distance: float )
voidagent_set_paused ( agent: RID, paused: bool )
voidagent_set_position ( agent: RID, position: Vector2 )
voidagent_set_radius ( agent: RID, radius: float )
voidagent_set_time_horizon_agents ( agent: RID, time_horizon: float )
voidagent_set_time_horizon_obstacles ( agent: RID, time_horizon: float )
voidagent_set_velocity ( agent: RID, velocity: Vector2 )
voidagent_set_velocity_forced ( agent: RID, velocity: Vector2 )
voidbake_from_source_geometry_data ( navigation_polygon: NavigationPolygon, source_geometry_data: NavigationMeshSourceGeometryData2D, callback: Callable = Callable() )
voidbake_from_source_geometry_data_async ( navigation_polygon: NavigationPolygon, source_geometry_data: NavigationMeshSourceGeometryData2D, callback: Callable = Callable() )
voidfree_rid ( rid: RID )
boolget_debug_enabled ( ) const1
Array RIDget_maps ( ) const1
boolis_baking_navigation_polygon ( navigation_polygon: NavigationPolygon ) const1
RIDlink_create ( )
boollink_get_enabled ( link: RID ) const1
Vector2link_get_end_position ( link: RID ) const1
floatlink_get_enter_cost ( link: RID ) const1
RIDlink_get_map ( link: RID ) const1
intlink_get_navigation_layers ( link: RID ) const1
intlink_get_owner_id ( link: RID ) const1
Vector2link_get_start_position ( link: RID ) const1
floatlink_get_travel_cost ( link: RID ) const1
boollink_is_bidirectional ( link: RID ) const1
voidlink_set_bidirectional ( link: RID, bidirectional: bool )
voidlink_set_enabled ( link: RID, enabled: bool )
voidlink_set_end_position ( link: RID, position: Vector2 )
voidlink_set_enter_cost ( link: RID, enter_cost: float )
voidlink_set_map ( link: RID, map: RID )
voidlink_set_navigation_layers ( link: RID, navigation_layers: int )
voidlink_set_owner_id ( link: RID, owner_id: int )
voidlink_set_start_position ( link: RID, position: Vector2 )
voidlink_set_travel_cost ( link: RID, travel_cost: float )
RIDmap_create ( )
voidmap_force_update ( map: RID )
Array RIDmap_get_agents ( map: RID ) const1
floatmap_get_cell_size ( map: RID ) const1
Vector2map_get_closest_point ( map: RID, to_point: Vector2 ) const1
RIDmap_get_closest_point_owner ( map: RID, to_point: Vector2 ) const1
floatmap_get_edge_connection_margin ( map: RID ) const1
intmap_get_iteration_id ( map: RID ) const1
floatmap_get_link_connection_radius ( map: RID ) const1
Array RIDmap_get_links ( map: RID ) const1
Array RIDmap_get_obstacles ( map: RID ) const1
PackedVector2Arraymap_get_path ( map: RID, origin: Vector2, destination: Vector2, optimize: bool, navigation_layers: int = 1 ) const1
Vector2map_get_random_point ( map: RID, navigation_layers: int, uniformly: bool ) const1
Array RIDmap_get_regions ( map: RID ) const1
boolmap_get_use_edge_connections ( map: RID ) const1
boolmap_is_active ( map: RID ) const1
voidmap_set_active ( map: RID, active: bool )
voidmap_set_cell_size ( map: RID, cell_size: float )
voidmap_set_edge_connection_margin ( map: RID, margin: float )
voidmap_set_link_connection_radius ( map: RID, radius: float )
voidmap_set_use_edge_connections ( map: RID, enabled: bool )
RIDobstacle_create ( )
boolobstacle_get_avoidance_enabled ( obstacle: RID ) const1
intobstacle_get_avoidance_layers ( obstacle: RID ) const1
RIDobstacle_get_map ( obstacle: RID ) const1
boolobstacle_get_paused ( obstacle: RID ) const1
Vector2obstacle_get_position ( obstacle: RID ) const1
floatobstacle_get_radius ( obstacle: RID ) const1
Vector2obstacle_get_velocity ( obstacle: RID ) const1
PackedVector2Arrayobstacle_get_vertices ( obstacle: RID ) const1
voidobstacle_set_avoidance_enabled ( obstacle: RID, enabled: bool )
voidobstacle_set_avoidance_layers ( obstacle: RID, layers: int )
voidobstacle_set_map ( obstacle: RID, map: RID )
voidobstacle_set_paused ( obstacle: RID, paused: bool )
voidobstacle_set_position ( obstacle: RID, position: Vector2 )
voidobstacle_set_radius ( obstacle: RID, radius: float )
voidobstacle_set_velocity ( obstacle: RID, velocity: Vector2 )
voidobstacle_set_vertices ( obstacle: RID, vertices: PackedVector2Array )
voidparse_source_geometry_data ( navigation_polygon: NavigationPolygon, source_geometry_data: NavigationMeshSourceGeometryData2D, root_node: Node, callback: Callable = Callable() )
voidquery_path ( parameters: NavigationPathQueryParameters2D, result: NavigationPathQueryResult2D ) const1
RIDregion_create ( )
Vector2region_get_closest_point ( region: RID, to_point: Vector2 ) const1
Vector2region_get_connection_pathway_end ( region: RID, connection: int ) const1
Vector2region_get_connection_pathway_start ( region: RID, connection: int ) const1
intregion_get_connections_count ( region: RID ) const1
boolregion_get_enabled ( region: RID ) const1
floatregion_get_enter_cost ( region: RID ) const1
RIDregion_get_map ( region: RID ) const1
intregion_get_navigation_layers ( region: RID ) const1
intregion_get_owner_id ( region: RID ) const1
Vector2region_get_random_point ( region: RID, navigation_layers: int, uniformly: bool ) const1
Transform2Dregion_get_transform ( region: RID ) const1
floatregion_get_travel_cost ( region: RID ) const1
boolregion_get_use_edge_connections ( region: RID ) const1
boolregion_owns_point ( region: RID, point: Vector2 ) const1
voidregion_set_enabled ( region: RID, enabled: bool )
voidregion_set_enter_cost ( region: RID, enter_cost: float )
voidregion_set_map ( region: RID, map: RID )
voidregion_set_navigation_layers ( region: RID, navigation_layers: int )
voidregion_set_navigation_polygon ( region: RID, navigation_polygon: NavigationPolygon )
voidregion_set_owner_id ( region: RID, owner_id: int )
voidregion_set_transform ( region: RID, transform: Transform2D )
voidregion_set_travel_cost ( region: RID, travel_cost: float )
voidregion_set_use_edge_connections ( region: RID, enabled: bool )
voidset_debug_enabled ( enabled: bool )
PackedVector2Arraysimplify_path ( path: PackedVector2Array, epsilon: float )
RIDsource_geometry_parser_create ( )
voidsource_geometry_parser_set_callback ( parser: RID, callback: Callable )

信号

map_changed ( map: RID )

Emitted when a navigation map is updated, when a region moves or is modified.


navigation_debug_changed ( )

Emitted when navigation debug settings are changed. Only available in debug builds.


方法说明

RID agent_create ( )

Creates the agent.


bool agent_get_avoidance_enabled ( agent: RID ) const1

Return true if the specified agent uses avoidance.


int agent_get_avoidance_layers ( agent: RID ) const1

Returns the avoidance_layers bitmask of the specified agent.


int agent_get_avoidance_mask ( agent: RID ) const1

Returns the avoidance_mask bitmask of the specified agent.


float agent_get_avoidance_priority ( agent: RID ) const1

Returns the avoidance_priority of the specified agent.


RID agent_get_map ( agent: RID ) const1

Returns the navigation map RID the requested agent is currently assigned to.


int agent_get_max_neighbors ( agent: RID ) const1

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


float agent_get_max_speed ( agent: RID ) const1

Returns the maximum speed of the specified agent.


float agent_get_neighbor_distance ( agent: RID ) const1

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


bool agent_get_paused ( agent: RID ) const1

Returns true if the specified agent is paused.


Vector2 agent_get_position ( agent: RID ) const1

Returns the position of the specified agent in world space.


float agent_get_radius ( agent: RID ) const1

Returns the radius of the specified agent.


float agent_get_time_horizon_agents ( agent: RID ) const1

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.


float agent_get_time_horizon_obstacles ( agent: RID ) const1

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.


Vector2 agent_get_velocity ( agent: RID ) const1

Returns the velocity of the specified agent.


bool agent_has_avoidance_callback ( agent: RID ) const1

Return true if the specified agent has an avoidance callback.


bool agent_is_map_changed ( agent: RID ) const1

Returns true if the map got changed the previous frame.


void agent_set_avoidance_callback ( agent: RID, callback: Callable )

Sets the callback Callable 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 agent_set_avoidance_callback again with an empty Callable.


void agent_set_avoidance_enabled ( agent: RID, enabled: bool )

If enabled is true, the specified agent uses avoidance.


void agent_set_avoidance_layers ( agent: RID, layers: int )

Set the agent's avoidance_layers bitmask.


void agent_set_avoidance_mask ( agent: RID, mask: int )

Set the agent's avoidance_mask bitmask.


void agent_set_avoidance_priority ( agent: RID, priority: float )

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.


void agent_set_map ( agent: RID, map: RID )

Puts the agent in the map.


void agent_set_max_neighbors ( agent: RID, 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.


void agent_set_max_speed ( agent: RID, max_speed: float )

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


void agent_set_neighbor_distance ( agent: RID, distance: float )

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.


void agent_set_paused ( agent: RID, paused: bool )

If paused is true the specified agent will not be processed, e.g. calculate avoidance velocities or receive avoidance callbacks.


void agent_set_position ( agent: RID, position: Vector2 )

Sets the position of the agent in world space.


void agent_set_radius ( agent: RID, radius: float )

Sets the radius of the agent.


void agent_set_time_horizon_agents ( agent: RID, time_horizon: float )

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.


void agent_set_time_horizon_obstacles ( agent: RID, time_horizon: float )

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.


void agent_set_velocity ( agent: RID, velocity: Vector2 )

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 far away use agent_set_velocity_forced instead to reset the internal velocity state.


void agent_set_velocity_forced ( agent: RID, velocity: Vector2 )

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


void bake_from_source_geometry_data ( navigation_polygon: NavigationPolygon, source_geometry_data: NavigationMeshSourceGeometryData2D, callback: Callable = Callable() )

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


void bake_from_source_geometry_data_async ( navigation_polygon: NavigationPolygon, source_geometry_data: NavigationMeshSourceGeometryData2D, callback: Callable = Callable() )

Bakes the provided navigation_polygon 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.


void free_rid ( rid: RID )

Destroys the given RID.


bool get_debug_enabled ( ) const1

Returns true when the NavigationServer has debug enabled.


Array RID get_maps ( ) const1

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


bool is_baking_navigation_polygon ( navigation_polygon: NavigationPolygon ) const1

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


RID link_create ( )

Create a new link between two positions on a map.


bool link_get_enabled ( link: RID ) const1

Returns true if the specified link is enabled.


Vector2 link_get_end_position ( link: RID ) const1

Returns the ending position of this link.


float link_get_enter_cost ( link: RID ) const1

Returns the enter cost of this link.


RID link_get_map ( link: RID ) const1

Returns the navigation map RID the requested link is currently assigned to.


int link_get_navigation_layers ( link: RID ) const1

Returns the navigation layers for this link.


int link_get_owner_id ( link: RID ) const1

Returns the ObjectID of the object which manages this link.


Vector2 link_get_start_position ( link: RID ) const1

Returns the starting position of this link.


float link_get_travel_cost ( link: RID ) const1

Returns the travel cost of this link.


bool link_is_bidirectional ( link: RID ) const1

Returns whether this link can be travelled in both directions.


void link_set_bidirectional ( link: RID, bidirectional: bool )

Sets whether this link can be travelled in both directions.


void link_set_enabled ( link: RID, enabled: bool )

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


void link_set_end_position ( link: RID, position: Vector2 )

Sets the exit position for the link.


void link_set_enter_cost ( link: RID, enter_cost: float )

Sets the enter_cost for this link.


void link_set_map ( link: RID, map: RID )

Sets the navigation map RID for the link.


void link_set_navigation_layers ( link: RID, navigation_layers: int )

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


void link_set_owner_id ( link: RID, owner_id: int )

Set the ObjectID of the object which manages this link.


void link_set_start_position ( link: RID, position: Vector2 )

Sets the entry position for this link.


void link_set_travel_cost ( link: RID, travel_cost: float )

Sets the travel_cost for this link.


RID map_create ( )

Create a new map.


void map_force_update ( map: RID )

This function immediately forces synchronization of the specified navigation map RID. 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.


Array RID map_get_agents ( map: RID ) const1

Returns all navigation agents RID s that are currently assigned to the requested navigation map.


float map_get_cell_size ( map: RID ) const1

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


Vector2 map_get_closest_point ( map: RID, to_point: Vector2 ) const1

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


RID map_get_closest_point_owner ( map: RID, to_point: Vector2 ) const1

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


float map_get_edge_connection_margin ( map: RID ) const1

Returns the edge connection margin of the map. The edge connection margin is a distance used to connect two regions.


int map_get_iteration_id ( map: RID ) const1

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.


float map_get_link_connection_radius ( map: RID ) const1

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.


Array RID map_get_links ( map: RID ) const1

Returns all navigation link RID s that are currently assigned to the requested navigation map.


Array RID map_get_obstacles ( map: RID ) const1

Returns all navigation obstacle RID s that are currently assigned to the requested navigation map.


PackedVector2Array map_get_path ( map: RID, origin: Vector2, destination: Vector2, optimize: bool, navigation_layers: int = 1 ) const1

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.


Vector2 map_get_random_point ( map: RID, navigation_layers: int, uniformly: bool ) const1

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).


Array RID map_get_regions ( map: RID ) const1

Returns all navigation regions RID s that are currently assigned to the requested navigation map.


bool map_get_use_edge_connections ( map: RID ) const1

Returns whether 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.


bool map_is_active ( map: RID ) const1

Returns true if the map is active.


void map_set_active ( map: RID, active: bool )

Sets the map active.


void map_set_cell_size ( map: RID, cell_size: float )

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


void map_set_edge_connection_margin ( map: RID, margin: float )

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


void map_set_link_connection_radius ( map: RID, radius: float )

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


void map_set_use_edge_connections ( map: RID, 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.


RID obstacle_create ( )

Creates a new navigation obstacle.


bool obstacle_get_avoidance_enabled ( obstacle: RID ) const1

Returns true if the provided obstacle has avoidance enabled.


int obstacle_get_avoidance_layers ( obstacle: RID ) const1

Returns the avoidance_layers bitmask of the specified obstacle.


RID obstacle_get_map ( obstacle: RID ) const1

Returns the navigation map RID the requested obstacle is currently assigned to.


bool obstacle_get_paused ( obstacle: RID ) const1

Returns true if the specified obstacle is paused.


Vector2 obstacle_get_position ( obstacle: RID ) const1

Returns the position of the specified obstacle in world space.


float obstacle_get_radius ( obstacle: RID ) const1

Returns the radius of the specified dynamic obstacle.


Vector2 obstacle_get_velocity ( obstacle: RID ) const1

Returns the velocity of the specified dynamic obstacle.


PackedVector2Array obstacle_get_vertices ( obstacle: RID ) const1

Returns the outline vertices for the specified obstacle.


void obstacle_set_avoidance_enabled ( obstacle: RID, enabled: bool )

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


void obstacle_set_avoidance_layers ( obstacle: RID, layers: int )

Set the obstacles's avoidance_layers bitmask.


void obstacle_set_map ( obstacle: RID, map: RID )

Sets the navigation map RID for the obstacle.


void obstacle_set_paused ( obstacle: RID, paused: bool )

If paused is true the specified obstacle will not be processed, e.g. affect avoidance velocities.


void obstacle_set_position ( obstacle: RID, position: Vector2 )

Sets the position of the obstacle in world space.


void obstacle_set_radius ( obstacle: RID, radius: float )

Sets the radius of the dynamic obstacle.


void obstacle_set_velocity ( obstacle: RID, velocity: Vector2 )

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.


void obstacle_set_vertices ( obstacle: RID, vertices: PackedVector2Array )

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.


void parse_source_geometry_data ( navigation_polygon: NavigationPolygon, source_geometry_data: NavigationMeshSourceGeometryData2D, root_node: Node, callback: Callable = Callable() )

Parses the SceneTree for source geometry according to the properties of navigation_polygon. Updates the provided source_geometry_data resource with the resulting data. The resource can then be used to bake a navigation mesh with bake_from_source_geometry_data. 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.


void query_path ( parameters: NavigationPathQueryParameters2D, result: NavigationPathQueryResult2D ) const1

Queries a path in a given navigation map. Start and target position and other parameters are defined through NavigationPathQueryParameters2D. Updates the provided NavigationPathQueryResult2D result object with the path among other results requested by the query.


RID region_create ( )

Creates a new region.


Vector2 region_get_closest_point ( region: RID, to_point: Vector2 ) const1

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


Vector2 region_get_connection_pathway_end ( region: RID, connection: int ) const1

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


Vector2 region_get_connection_pathway_start ( region: RID, connection: int ) const1

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


int region_get_connections_count ( region: RID ) const1

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


bool region_get_enabled ( region: RID ) const1

Returns true if the specified region is enabled.


float region_get_enter_cost ( region: RID ) const1

Returns the enter cost of this region.


RID region_get_map ( region: RID ) const1

Returns the navigation map RID the requested region is currently assigned to.


int region_get_navigation_layers ( region: RID ) const1

Returns the region's navigation layers.


int region_get_owner_id ( region: RID ) const1

Returns the ObjectID of the object which manages this region.


Vector2 region_get_random_point ( region: RID, navigation_layers: int, uniformly: bool ) const1

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).


Transform2D region_get_transform ( region: RID ) const1

Returns the global transformation of this region.


float region_get_travel_cost ( region: RID ) const1

Returns the travel cost of this region.


bool region_get_use_edge_connections ( region: RID ) const1

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


bool region_owns_point ( region: RID, point: Vector2 ) const1

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.


void region_set_enabled ( region: RID, enabled: bool )

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


void region_set_enter_cost ( region: RID, enter_cost: float )

Sets the enter_cost for this region.


void region_set_map ( region: RID, map: RID )

Sets the map for the region.


void region_set_navigation_layers ( region: RID, navigation_layers: int )

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


void region_set_navigation_polygon ( region: RID, navigation_polygon: NavigationPolygon )

Sets the navigation_polygon for the region.


void region_set_owner_id ( region: RID, owner_id: int )

Set the ObjectID of the object which manages this region.


void region_set_transform ( region: RID, transform: Transform2D )

Sets the global transformation for the region.


void region_set_travel_cost ( region: RID, travel_cost: float )

Sets the travel_cost for this region.


void region_set_use_edge_connections ( region: RID, 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.


void set_debug_enabled ( enabled: bool )

If true enables debug mode on the NavigationServer.


PackedVector2Array simplify_path ( path: PackedVector2Array, epsilon: float )

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".


RID source_geometry_parser_create ( )

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


void source_geometry_parser_set_callback ( parser: RID, callback: Callable )

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

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

  • source_geometry_data - The NavigationMeshSourceGeometryData2D reference. Add custom source geometry for navigation mesh baking to this object.

  • node - The Node that is parsed.

2

本方法通常需要用户覆盖才能生效。

1

本方法无副作用,不会修改该实例的任何成员变量。

3

本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。

4

本方法用于构造某个类型。

5

调用本方法无需实例,可直接使用类名进行调用。

6

本方法描述的是使用本类型作为左操作数的有效运算符。

7

这个值是由下列位标志构成位掩码的整数。

8

无返回值。