NavigationServer3D
实验性: This class may be changed or removed in future versions.
继承: Object
A server interface for low-level 3D navigation access.
描述
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 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
信号
avoidance_debug_changed ( )
Emitted when avoidance debug settings are changed. Only available in debug builds.
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.
枚举
enum ProcessInfo:
ProcessInfo INFO_ACTIVE_MAPS = 0
Constant to get the number of active navigation maps.
ProcessInfo INFO_REGION_COUNT = 1
Constant to get the number of active navigation regions.
ProcessInfo INFO_AGENT_COUNT = 2
Constant to get the number of active navigation agents processing avoidance.
ProcessInfo INFO_LINK_COUNT = 3
Constant to get the number of active navigation links.
ProcessInfo INFO_POLYGON_COUNT = 4
Constant to get the number of navigation mesh polygons.
ProcessInfo INFO_EDGE_COUNT = 5
Constant to get the number of navigation mesh polygon edges.
ProcessInfo INFO_EDGE_MERGE_COUNT = 6
Constant to get the number of navigation mesh polygon edges that were merged due to edge key overlap.
ProcessInfo INFO_EDGE_CONNECTION_COUNT = 7
Constant to get the number of navigation mesh polygon edges that are considered connected by edge proximity.
ProcessInfo INFO_EDGE_FREE_COUNT = 8
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.
ProcessInfo INFO_OBSTACLE_COUNT = 9
Constant to get the number of active navigation obstacles.
方法说明
RID
agent_create ( )
Creates the agent.
bool
agent_get_avoidance_enabled ( agent: RID
) const1
Returns true
if the provided agent
has avoidance enabled.
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
.
float
agent_get_height ( agent: RID
) const1
Returns the height
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.
Vector3
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.
bool
agent_get_use_3d_avoidance ( agent: RID
) const1
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).
Vector3
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 provided agent
calculates 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_height ( agent: RID
, height: float
)
Updates the provided agent
height
.
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: Vector3
)
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_use_3d_avoidance ( agent: RID
, 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.
void
agent_set_velocity ( agent: RID
, velocity: Vector3
)
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 agent_set_velocity_forced
as well to reset the internal simulation velocity.
void
agent_set_velocity_forced ( agent: RID
, velocity: Vector3
)
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.
void
bake_from_source_geometry_data ( navigation_mesh: NavigationMesh
, source_geometry_data: NavigationMeshSourceGeometryData3D
, callback: Callable
= Callable() )
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.
void
bake_from_source_geometry_data_async ( navigation_mesh: NavigationMesh
, source_geometry_data: NavigationMeshSourceGeometryData3D
, callback: Callable
= Callable() )
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.
void
free_rid ( rid: RID
)
Destroys the given RID.
bool
get_debug_enabled ( ) const1
Returns true
when the NavigationServer has debug enabled.
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.
int
get_process_info ( process_info: ProcessInfo ) const1
Returns information about the current state of the NavigationServer. See ProcessInfo for a list of available states.
bool
is_baking_navigation_mesh ( navigation_mesh: NavigationMesh
) const1
Returns true
when the provided navigation mesh 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.
Vector3
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.
Vector3
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: Vector3
)
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: Vector3
)
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_height ( map: RID
) const1
Returns the map cell height used to rasterize the navigation mesh vertices on the Y axis.
float
map_get_cell_size ( map: RID
) const1
Returns the map cell size used to rasterize the navigation mesh vertices on the XZ plane.
Vector3
map_get_closest_point ( map: RID
, to_point: Vector3
) const1
Returns the navigation mesh surface point closest to the provided to_point
on the navigation map
.
Vector3
map_get_closest_point_normal ( map: RID
, to_point: Vector3
) const1
Returns the navigation mesh surface normal closest to the provided to_point
on the navigation map
.
RID
map_get_closest_point_owner ( map: RID
, to_point: Vector3
) const1
Returns the owner region RID for the navigation mesh surface point closest to the provided to_point
on the navigation map
.
Vector3
map_get_closest_point_to_segment ( map: RID
, start: Vector3
, end: Vector3
, use_collision: bool
= false ) const1
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.
float
map_get_edge_connection_margin ( map: RID
) const1
Returns the edge connection margin of the map. This distance is the minimum vertex distance needed to connect two edges from different 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
.
float
map_get_merge_rasterizer_cell_scale ( map: RID
) const1
Returns map's internal merge rasterizer cell scale.
Array RID
map_get_obstacles ( map: RID
) const1
Returns all navigation obstacle RID
s that are currently assigned to the requested navigation map
.
PackedVector3Array
map_get_path ( map: RID
, origin: Vector3
, destination: Vector3
, 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.
Vector3
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
.
Vector3
map_get_up ( map: RID
) const1
Returns the map's up direction.
bool
map_get_use_edge_connections ( map: RID
) const1
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.
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_height ( map: RID
, cell_height: float
)
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.
void
map_set_cell_size ( map: RID
, cell_size: float
)
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.
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_merge_rasterizer_cell_scale ( map: RID
, scale: float
)
Set the map's internal merge rasterizer cell scale used to control merging sensitivity.
void
map_set_up ( map: RID
, up: Vector3
)
Sets the map up direction.
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 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
.
float
obstacle_get_height ( obstacle: RID
) const1
Returns the height
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.
Vector3
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
.
bool
obstacle_get_use_3d_avoidance ( obstacle: RID
) const1
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).
Vector3
obstacle_get_velocity ( obstacle: RID
) const1
Returns the velocity of the specified dynamic obstacle
.
PackedVector3Array
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_height ( obstacle: RID
, height: float
)
Sets the height
for the obstacle
. In 3D agents will ignore obstacles that are above or below them while using 2D avoidance.
void
obstacle_set_map ( obstacle: RID
, map: RID
)
Assigns the obstacle
to a navigation map.
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: Vector3
)
Updates the position
in world space for the obstacle
.
void
obstacle_set_radius ( obstacle: RID
, radius: float
)
Sets the radius of the dynamic obstacle.
void
obstacle_set_use_3d_avoidance ( obstacle: RID
, enabled: bool
)
Sets if the obstacle
uses the 2D avoidance or the 3D avoidance while avoidance is enabled.
void
obstacle_set_velocity ( obstacle: RID
, velocity: Vector3
)
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: PackedVector3Array
)
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_mesh: NavigationMesh
, source_geometry_data: NavigationMeshSourceGeometryData3D
, root_node: Node
, callback: Callable
= Callable() )
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 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: NavigationPathQueryParameters3D
, result: NavigationPathQueryResult3D
) const1
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.
void
region_bake_navigation_mesh ( navigation_mesh: NavigationMesh
, root_node: Node
)
已弃用: This method is deprecated due to core threading changes. To upgrade existing code, first create a NavigationMeshSourceGeometryData3D
resource. Use this resource with parse_source_geometry_data
to parse the SceneTree
for nodes that should contribute to the navigation mesh baking. The SceneTree
parsing needs to happen on the main thread. After the parsing is finished use the resource with bake_from_source_geometry_data
to bake a navigation mesh.
Bakes the navigation_mesh
with bake source geometry collected starting from the root_node
.
RID
region_create ( )
Creates a new region.
Vector3
region_get_closest_point ( region: RID
, to_point: Vector3
) const1
Returns the navigation mesh surface point closest to the provided to_point
on the navigation region
.
Vector3
region_get_closest_point_normal ( region: RID
, to_point: Vector3
) const1
Returns the navigation mesh surface normal closest to the provided to_point
on the navigation region
.
Vector3
region_get_closest_point_to_segment ( region: RID
, start: Vector3
, end: Vector3
, use_collision: bool
= false ) const1
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.
Vector3
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
.
Vector3
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.
Vector3
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).
Transform3D
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 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.
bool
region_owns_point ( region: RID
, point: Vector3
) 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_mesh ( region: RID
, navigation_mesh: NavigationMesh
)
Sets the navigation mesh 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: Transform3D
)
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_active ( active: bool
)
Control activation of this server.
void
set_debug_enabled ( enabled: bool
)
If true
enables debug mode on the NavigationServer.
PackedVector3Array
simplify_path ( path: PackedVector3Array
, 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
- TheNavigationMesh
reference used to define the parse settings. Do NOT edit or add directly to the navigation mesh. -
source_geometry_data
- TheNavigationMeshSourceGeometryData3D
reference. Add custom source geometry for navigation mesh baking to this object. -
node
- TheNode
that is parsed.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
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。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。