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For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
(cherry picked from commit 7adf4cc9b5)
87 lines
4.5 KiB
XML
87 lines
4.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Navigation" inherits="Spatial" version="3.4">
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<brief_description>
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Mesh-based navigation and pathfinding node.
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</brief_description>
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<description>
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Provides navigation and pathfinding within a collection of [NavigationMesh]es. By default, these will be automatically collected from child [NavigationMeshInstance] nodes, but they can also be added on the fly with [method navmesh_add]. In addition to basic pathfinding, this class also assists with aligning navigation agents with the meshes they are navigating on.
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[b]Note:[/b] The current navigation system has many known issues and will not always return optimal paths as expected. These issues will be fixed in Godot 4.0.
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</description>
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<tutorials>
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<link title="3D Navmesh Demo">https://godotengine.org/asset-library/asset/124</link>
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</tutorials>
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<methods>
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<method name="get_closest_point">
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<return type="Vector3" />
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<argument index="0" name="to_point" type="Vector3" />
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<description>
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Returns the navigation point closest to the point given. Points are in local coordinate space.
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</description>
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</method>
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<method name="get_closest_point_normal">
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<return type="Vector3" />
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<argument index="0" name="to_point" type="Vector3" />
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<description>
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Returns the surface normal at the navigation point closest to the point given. Useful for rotating a navigation agent according to the navigation mesh it moves on.
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</description>
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</method>
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<method name="get_closest_point_owner">
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<return type="Object" />
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<argument index="0" name="to_point" type="Vector3" />
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<description>
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Returns the owner of the [NavigationMesh] which contains the navigation point closest to the point given. This is usually a [NavigationMeshInstance]. For meshes added via [method navmesh_add], returns the owner that was given (or [code]null[/code] if the [code]owner[/code] parameter was omitted).
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</description>
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</method>
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<method name="get_closest_point_to_segment">
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<return type="Vector3" />
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<argument index="0" name="start" type="Vector3" />
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<argument index="1" name="end" type="Vector3" />
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<argument index="2" name="use_collision" type="bool" default="false" />
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<description>
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Returns the navigation point closest to the given line segment. When enabling [code]use_collision[/code], only considers intersection points between segment and navigation meshes. If multiple intersection points are found, the one closest to the segment start point is returned.
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</description>
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</method>
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<method name="get_simple_path">
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<return type="PoolVector3Array" />
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<argument index="0" name="start" type="Vector3" />
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<argument index="1" name="end" type="Vector3" />
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<argument index="2" name="optimize" type="bool" default="true" />
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<description>
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Returns the path between two given points. Points are in local coordinate space. If [code]optimize[/code] is [code]true[/code] (the default), the agent properties associated with each [NavigationMesh] (radius, height, etc.) are considered in the path calculation, otherwise they are ignored.
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[b]Note:[/b] This method has known issues and will often return non-optimal paths. These issues will be fixed in Godot 4.0.
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</description>
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</method>
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<method name="navmesh_add">
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<return type="int" />
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<argument index="0" name="mesh" type="NavigationMesh" />
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<argument index="1" name="xform" type="Transform" />
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<argument index="2" name="owner" type="Object" default="null" />
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<description>
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Adds a [NavigationMesh]. Returns an ID for use with [method navmesh_remove] or [method navmesh_set_transform]. If given, a [Transform2D] is applied to the polygon. The optional [code]owner[/code] is used as return value for [method get_closest_point_owner].
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</description>
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</method>
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<method name="navmesh_remove">
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<return type="void" />
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<argument index="0" name="id" type="int" />
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<description>
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Removes the [NavigationMesh] with the given ID.
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</description>
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</method>
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<method name="navmesh_set_transform">
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<return type="void" />
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<argument index="0" name="id" type="int" />
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<argument index="1" name="xform" type="Transform" />
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<description>
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Sets the transform applied to the [NavigationMesh] with the given ID.
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</description>
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</method>
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</methods>
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<members>
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<member name="up_vector" type="Vector3" setter="set_up_vector" getter="get_up_vector" default="Vector3( 0, 1, 0 )">
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Defines which direction is up. By default, this is [code](0, 1, 0)[/code], which is the world's "up" direction.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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