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<?xml version="1.0" encoding="UTF-8" ?>
<class name= "NavigationMesh" inherits= "Resource" version= "3.5" >
<brief_description >
A mesh to approximate the walkable areas and obstacles.
</brief_description>
<description >
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.
</description>
<tutorials >
<link title= "3D Navmesh Demo" > https://godotengine.org/asset-library/asset/124</link>
</tutorials>
<methods >
<method name= "add_polygon" >
<return type= "void" />
<argument index= "0" name= "polygon" type= "PoolIntArray" />
<description >
Adds a polygon using the indices of the vertices you get when calling [method get_vertices].
</description>
</method>
<method name= "clear_polygons" >
<return type= "void" />
<description >
Clears the array of polygons, but it doesn't clear the array of vertices.
</description>
</method>
<method name= "create_from_mesh" >
<return type= "void" />
<argument index= "0" name= "mesh" type= "Mesh" />
<description >
Initializes the navigation mesh by setting the vertices and indices according to a [Mesh].
</description>
</method>
<method name= "get_collision_mask_bit" qualifiers= "const" >
<return type= "bool" />
<argument index= "0" name= "bit" type= "int" />
<description >
Returns whether the specified [code]bit[/code] of the [member geometry/collision_mask] is set.
</description>
</method>
<method name= "get_polygon" >
<return type= "PoolIntArray" />
<argument index= "0" name= "idx" type= "int" />
<description >
Returns a [PoolIntArray] containing the indices of the vertices of a created polygon.
</description>
</method>
<method name= "get_polygon_count" qualifiers= "const" >
<return type= "int" />
<description >
Returns the number of polygons in the navigation mesh.
</description>
</method>
<method name= "get_vertices" qualifiers= "const" >
<return type= "PoolVector3Array" />
<description >
Returns a [PoolVector3Array] containing all the vertices being used to create the polygons.
</description>
</method>
<method name= "set_collision_mask_bit" >
<return type= "void" />
<argument index= "0" name= "bit" type= "int" />
<argument index= "1" name= "value" type= "bool" />
<description >
If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/code] in the [member geometry/collision_mask].
If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/code] in the [member geometry/collision_mask].
</description>
</method>
<method name= "set_vertices" >
<return type= "void" />
<argument index= "0" name= "vertices" type= "PoolVector3Array" />
<description >
Sets the vertices that can be then indexed to create polygons with the [method add_polygon] method.
</description>
</method>
</methods>
<members >
<member name= "agent/height" type= "float" setter= "set_agent_height" getter= "get_agent_height" default= "2.0" >
The minimum floor to ceiling height that will still allow the floor area to be considered walkable.
[b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell/height].
</member>
<member name= "agent/max_climb" type= "float" setter= "set_agent_max_climb" getter= "get_agent_max_climb" default= "0.9" >
The minimum ledge height that is considered to still be traversable.
[b]Note:[/b] While baking, this value will be rounded down to the nearest multiple of [member cell/height].
</member>
<member name= "agent/max_slope" type= "float" setter= "set_agent_max_slope" getter= "get_agent_max_slope" default= "45.0" >
The maximum slope that is considered walkable, in degrees.
</member>
<member name= "agent/radius" type= "float" setter= "set_agent_radius" getter= "get_agent_radius" default= "0.6" >
The distance to erode/shrink the walkable area of the heightfield away from obstructions.
[b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell/size].
</member>
<member name= "cell/height" type= "float" setter= "set_cell_height" getter= "get_cell_height" default= "0.2" >
The Y axis cell size to use for fields.
</member>
<member name= "cell/size" type= "float" setter= "set_cell_size" getter= "get_cell_size" default= "0.3" >
The XZ plane cell size to use for fields.
</member>
<member name= "detail/sample_distance" type= "float" setter= "set_detail_sample_distance" getter= "get_detail_sample_distance" default= "6.0" >
The sampling distance to use when generating the detail mesh, in cell unit.
</member>
<member name= "detail/sample_max_error" type= "float" setter= "set_detail_sample_max_error" getter= "get_detail_sample_max_error" default= "5.0" >
The maximum distance the detail mesh surface should deviate from heightfield, in cell unit.
</member>
<member name= "edge/max_error" type= "float" setter= "set_edge_max_error" getter= "get_edge_max_error" default= "1.3" >
The maximum distance a simplfied contour's border edges should deviate the original raw contour.
</member>
<member name= "edge/max_length" type= "float" setter= "set_edge_max_length" getter= "get_edge_max_length" default= "12.0" >
The maximum allowed length for contour edges along the border of the mesh.
[b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell/size].
</member>
<member name= "filter/filter_walkable_low_height_spans" type= "bool" setter= "set_filter_walkable_low_height_spans" getter= "get_filter_walkable_low_height_spans" default= "false" >
If [code]true[/code], marks walkable spans as not walkable if the clearance above the span is less than [member agent/height].
</member>
<member name= "filter/ledge_spans" type= "bool" setter= "set_filter_ledge_spans" getter= "get_filter_ledge_spans" default= "false" >
If [code]true[/code], marks spans that are ledges as non-walkable.
</member>
<member name= "filter/low_hanging_obstacles" type= "bool" setter= "set_filter_low_hanging_obstacles" getter= "get_filter_low_hanging_obstacles" default= "false" >
If [code]true[/code], marks non-walkable spans as walkable if their maximum is within [member agent/max_climb] of a walkable neighbor.
</member>
<member name= "geometry/collision_mask" type= "int" setter= "set_collision_mask" getter= "get_collision_mask" >
The physics layers to scan for static colliders.
Only used when [member geometry/parsed_geometry_type] is [constant PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH].
</member>
<member name= "geometry/parsed_geometry_type" type= "int" setter= "set_parsed_geometry_type" getter= "get_parsed_geometry_type" enum= "NavigationMesh.ParsedGeometryType" default= "0" >
Determines which type of nodes will be parsed as geometry. See [enum ParsedGeometryType] for possible values.
</member>
<member name= "geometry/source_geometry_mode" type= "int" setter= "set_source_geometry_mode" getter= "get_source_geometry_mode" enum= "NavigationMesh.SourceGeometryMode" default= "0" >
The source of the geometry used when baking. See [enum SourceGeometryMode] for possible values.
</member>
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<member name= "geometry/source_group_name" type= "StringName" setter= "set_source_group_name" getter= "get_source_group_name" >
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The name of the group to scan for geometry.
Only used when [member geometry/source_geometry_mode] is [constant SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant SOURCE_GEOMETRY_GROUPS_EXPLICIT].
</member>
<member name= "polygon/verts_per_poly" type= "float" setter= "set_verts_per_poly" getter= "get_verts_per_poly" default= "6.0" >
The maximum number of vertices allowed for polygons generated during the contour to polygon conversion process.
</member>
<member name= "region/merge_size" type= "float" setter= "set_region_merge_size" getter= "get_region_merge_size" default= "20.0" >
Any regions with a size smaller than this will be merged with larger regions if possible.
[b]Note:[/b] 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.
</member>
<member name= "region/min_size" type= "float" setter= "set_region_min_size" getter= "get_region_min_size" default= "8.0" >
The minimum size of a region for it to be created.
[b]Note:[/b] 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.
</member>
<member name= "sample_partition_type/sample_partition_type" type= "int" setter= "set_sample_partition_type" getter= "get_sample_partition_type" enum= "NavigationMesh.SamplePartitionType" default= "0" >
Partitioning algorithm for creating the navigation mesh polys. See [enum SamplePartitionType] for possible values.
</member>
</members>
<constants >
<constant name= "SAMPLE_PARTITION_WATERSHED" value= "0" enum= "SamplePartitionType" >
Watershed partitioning. Generally the best choice if you precompute the navigation mesh, use this if you have large open areas.
</constant>
<constant name= "SAMPLE_PARTITION_MONOTONE" value= "1" enum= "SamplePartitionType" >
Monotone partitioning. Use this if you want fast navigation mesh generation.
</constant>
<constant name= "SAMPLE_PARTITION_LAYERS" value= "2" enum= "SamplePartitionType" >
Layer partitioning. Good choice to use for tiled navigation mesh with medium and small sized tiles.
</constant>
<constant name= "SAMPLE_PARTITION_MAX" value= "3" enum= "SamplePartitionType" >
Represents the size of the [enum SamplePartitionType] enum.
</constant>
<constant name= "PARSED_GEOMETRY_MESH_INSTANCES" value= "0" enum= "ParsedGeometryType" >
Parses mesh instances as geometry. This includes [MeshInstance], [CSGShape], and [GridMap] nodes.
</constant>
<constant name= "PARSED_GEOMETRY_STATIC_COLLIDERS" value= "1" enum= "ParsedGeometryType" >
Parses [StaticBody] colliders as geometry. The collider should be in any of the layers specified by [member geometry/collision_mask].
</constant>
<constant name= "PARSED_GEOMETRY_BOTH" value= "2" enum= "ParsedGeometryType" >
Both [constant PARSED_GEOMETRY_MESH_INSTANCES] and [constant PARSED_GEOMETRY_STATIC_COLLIDERS].
</constant>
<constant name= "PARSED_GEOMETRY_MAX" value= "3" enum= "ParsedGeometryType" >
Represents the size of the [enum ParsedGeometryType] enum.
</constant>
<constant name= "SOURCE_GEOMETRY_NAVMESH_CHILDREN" value= "0" enum= "SourceGeometryMode" >
Scans the child nodes of [NavigationMeshInstance] recursively for geometry.
</constant>
<constant name= "SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN" value= "1" enum= "SourceGeometryMode" >
Scans nodes in a group and their child nodes recursively for geometry. The group is specified by [member geometry/source_group_name].
</constant>
<constant name= "SOURCE_GEOMETRY_GROUPS_EXPLICIT" value= "2" enum= "SourceGeometryMode" >
Uses nodes in a group for geometry. The group is specified by [member geometry/source_group_name].
</constant>
<constant name= "SOURCE_GEOMETRY_MAX" value= "3" enum= "SourceGeometryMode" >
Represents the size of the [enum SourceGeometryMode] enum.
</constant>
</constants>
</class>