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143 lines
10 KiB
ReStructuredText
143 lines
10 KiB
ReStructuredText
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.. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the Navigation.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_Navigation:
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Navigation
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==========
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**Inherits:** :ref:`Spatial<class_Spatial>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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Mesh-based navigation and pathfinding node.
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Description
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-----------
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Provides navigation and pathfinding within a collection of :ref:`NavigationMesh<class_NavigationMesh>`\ es. By default, these will be automatically collected from child :ref:`NavigationMeshInstance<class_NavigationMeshInstance>` nodes, but they can also be added on the fly with :ref:`navmesh_add<class_Navigation_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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**Note:** 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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Tutorials
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---------
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- `3D Navmesh Demo <https://godotengine.org/asset-library/asset/124>`__
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Properties
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----------
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+-------------------------------+-------------------------------------------------------+------------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`up_vector<class_Navigation_property_up_vector>` | ``Vector3( 0, 1, 0 )`` |
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+-------------------------------+-------------------------------------------------------+------------------------+
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Methods
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-------
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+-------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`get_closest_point<class_Navigation_method_get_closest_point>` **(** :ref:`Vector3<class_Vector3>` to_point **)** |
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+-------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`get_closest_point_normal<class_Navigation_method_get_closest_point_normal>` **(** :ref:`Vector3<class_Vector3>` to_point **)** |
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+-------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Object<class_Object>` | :ref:`get_closest_point_owner<class_Navigation_method_get_closest_point_owner>` **(** :ref:`Vector3<class_Vector3>` to_point **)** |
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+-------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`get_closest_point_to_segment<class_Navigation_method_get_closest_point_to_segment>` **(** :ref:`Vector3<class_Vector3>` start, :ref:`Vector3<class_Vector3>` end, :ref:`bool<class_bool>` use_collision=false **)** |
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+-------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`PoolVector3Array<class_PoolVector3Array>` | :ref:`get_simple_path<class_Navigation_method_get_simple_path>` **(** :ref:`Vector3<class_Vector3>` start, :ref:`Vector3<class_Vector3>` end, :ref:`bool<class_bool>` optimize=true **)** |
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+-------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`navmesh_add<class_Navigation_method_navmesh_add>` **(** :ref:`NavigationMesh<class_NavigationMesh>` mesh, :ref:`Transform<class_Transform>` xform, :ref:`Object<class_Object>` owner=null **)** |
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+-------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`navmesh_remove<class_Navigation_method_navmesh_remove>` **(** :ref:`int<class_int>` id **)** |
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+-------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`navmesh_set_transform<class_Navigation_method_navmesh_set_transform>` **(** :ref:`int<class_int>` id, :ref:`Transform<class_Transform>` xform **)** |
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+-------------------------------------------------+---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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Property Descriptions
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---------------------
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.. _class_Navigation_property_up_vector:
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- :ref:`Vector3<class_Vector3>` **up_vector**
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+-----------+------------------------+
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| *Default* | ``Vector3( 0, 1, 0 )`` |
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+-----------+------------------------+
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| *Setter* | set_up_vector(value) |
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+-----------+------------------------+
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| *Getter* | get_up_vector() |
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+-----------+------------------------+
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Defines which direction is up. By default, this is ``(0, 1, 0)``, which is the world's "up" direction.
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Method Descriptions
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-------------------
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.. _class_Navigation_method_get_closest_point:
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- :ref:`Vector3<class_Vector3>` **get_closest_point** **(** :ref:`Vector3<class_Vector3>` to_point **)**
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Returns the navigation point closest to the point given. Points are in local coordinate space.
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----
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.. _class_Navigation_method_get_closest_point_normal:
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- :ref:`Vector3<class_Vector3>` **get_closest_point_normal** **(** :ref:`Vector3<class_Vector3>` to_point **)**
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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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----
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.. _class_Navigation_method_get_closest_point_owner:
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- :ref:`Object<class_Object>` **get_closest_point_owner** **(** :ref:`Vector3<class_Vector3>` to_point **)**
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Returns the owner of the :ref:`NavigationMesh<class_NavigationMesh>` which contains the navigation point closest to the point given. This is usually a :ref:`NavigationMeshInstance<class_NavigationMeshInstance>`. For meshes added via :ref:`navmesh_add<class_Navigation_method_navmesh_add>`, returns the owner that was given (or ``null`` if the ``owner`` parameter was omitted).
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----
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.. _class_Navigation_method_get_closest_point_to_segment:
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- :ref:`Vector3<class_Vector3>` **get_closest_point_to_segment** **(** :ref:`Vector3<class_Vector3>` start, :ref:`Vector3<class_Vector3>` end, :ref:`bool<class_bool>` use_collision=false **)**
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Returns the navigation point closest to the given line segment. When enabling ``use_collision``, 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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----
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.. _class_Navigation_method_get_simple_path:
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- :ref:`PoolVector3Array<class_PoolVector3Array>` **get_simple_path** **(** :ref:`Vector3<class_Vector3>` start, :ref:`Vector3<class_Vector3>` end, :ref:`bool<class_bool>` optimize=true **)**
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Returns the path between two given points. Points are in local coordinate space. If ``optimize`` is ``true`` (the default), the agent properties associated with each :ref:`NavigationMesh<class_NavigationMesh>` (radius, height, etc.) are considered in the path calculation, otherwise they are ignored.
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**Note:** 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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----
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.. _class_Navigation_method_navmesh_add:
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- :ref:`int<class_int>` **navmesh_add** **(** :ref:`NavigationMesh<class_NavigationMesh>` mesh, :ref:`Transform<class_Transform>` xform, :ref:`Object<class_Object>` owner=null **)**
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Adds a :ref:`NavigationMesh<class_NavigationMesh>`. Returns an ID for use with :ref:`navmesh_remove<class_Navigation_method_navmesh_remove>` or :ref:`navmesh_set_transform<class_Navigation_method_navmesh_set_transform>`. If given, a :ref:`Transform2D<class_Transform2D>` is applied to the polygon. The optional ``owner`` is used as return value for :ref:`get_closest_point_owner<class_Navigation_method_get_closest_point_owner>`.
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----
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.. _class_Navigation_method_navmesh_remove:
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- void **navmesh_remove** **(** :ref:`int<class_int>` id **)**
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Removes the :ref:`NavigationMesh<class_NavigationMesh>` with the given ID.
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----
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.. _class_Navigation_method_navmesh_set_transform:
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- void **navmesh_set_transform** **(** :ref:`int<class_int>` id, :ref:`Transform<class_Transform>` xform **)**
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Sets the transform applied to the :ref:`NavigationMesh<class_NavigationMesh>` with the given ID.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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