Server interface for low-level 3D navigation access.
NavigationServer is the server responsible for all 3D navigation. It handles several objects, namely maps, regions and agents. Maps are made up of regions, which are made of navigation meshes. Together, they define the navigable areas in the 3D world. 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 [member Navigation.edge_connection_margin] to the respective other edge's vertex. 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. [b]Note:[/b] The collision avoidance system ignores regions. Using the modified velocity as-is might lead to pushing and agent outside of a navigable 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.
https://godotengine.org/asset-library/asset/124
Creates the agent.
Returns [code]true[/code] if the map got changed the previous frame.
Callback called at the end of the RVO process.
Puts the agent in the map.
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.
Sets the maximum speed of the agent. Must be positive.
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.
Sets the position of the agent in world space.
Sets the radius of the agent.
Sets the new target velocity.
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. Must be positive.
Sets the current velocity of the agent.
Destroys the given RID.
Create a new map.
Returns the map cell height.
Returns the map cell size.
Returns the point closest to the provided [code]to_point[/code] on the navigation mesh surface.
Returns the normal for the point returned by [method map_get_closest_point].
Returns the owner region RID for the point returned by [method map_get_closest_point].
Returns the closest point between the navigation surface and the segment.
Returns the edge connection margin of the map. This distance is the minimum vertex distance needed to connect two edges from different regions.
Returns the navigation path to reach the destination from the origin.
Returns the map's up direction.
Returns [code]true[/code] if the map is active.
Sets the map active.
Set the map cell height used to weld the navigation mesh polygons.
Set the map cell size used to weld the navigation mesh polygons.
Set the map edge connection margin used to weld the compatible region edges.
Sets the map up direction.
Process the collision avoidance agents. The result of this process is needed by the physics server, so this must be called in the main thread. [b]Note:[/b] This function is not thread safe.
Bakes the navigation mesh.
Creates a new region.
Sets the map for the region.
Sets the navigation mesh for the region.
Sets the global transformation for the region.
Control activation of this server.