Mesh-based navigation and pathfinding node. Provides navigation and pathfinding within a collection of [NavigationMesh]es. By default, these will be automatically collected from child [NavigationMeshInstance] nodes. In addition to basic pathfinding, this class also assists with aligning navigation agents with the meshes they are navigating on. https://github.com/Relintai/pandemonium_demo_projects/tree/master/3d/navmesh Returns the navigation point closest to the point given. Points are in local coordinate space. 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. Returns the owner of the [NavigationMesh] which contains the navigation point closest to the point given. This is usually a [NavigationMeshInstance]. 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. Returns the [RID] of the navigation map on the [NavigationServer]. 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. The cell height to use for fields. The XZ plane cell size to use for fields. This value is used to detect the near edges to connect compatible regions. A bitfield determining all navigation map layers the navigation can use on a [method Navigation.get_simple_path] path query. Defines which direction is up. By default, this is [code](0, 1, 0)[/code], which is the world's "up" direction. Emitted when a navigation map is updated, when a region moves or is modified.