Class NavigationMesh
A navigation mesh that defines traversable areas and obstacles.
- Inheritance
-
NavigationMesh
Remarks
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.
See Also
Properties
agent_height
The minimum floor to ceiling height that will still allow the floor area to be considered walkable.
Note: While baking, this value will be rounded up to the nearest multiple of cell_height.
var agent_height : float = 1.5
Property Value
Remarks
agent_max_climb
The minimum ledge height that is considered to still be traversable.
Note: While baking, this value will be rounded down to the nearest multiple of cell_height.
var agent_max_climb : float = 0.25
Property Value
Remarks
agent_max_slope
The maximum slope that is considered walkable, in degrees.
var agent_max_slope : float = 45.0
Property Value
Remarks
agent_radius
The distance to erode/shrink the walkable area of the heightfield away from obstructions.
Note: While baking, this value will be rounded up to the nearest multiple of cell_size.
var agent_radius : float = 0.5
Property Value
Remarks
border_size
The size of the non-navigable border around the bake bounding area.
In conjunction with the filter_baking_aabb and a edge_max_error value at 1.0
or below the border size can be used to bake tile aligned navigation meshes without the tile edges being shrunk by agent_radius.
Note: While baking and not zero, this value will be rounded up to the nearest multiple of cell_size.
var border_size : float = 0.0
Property Value
Remarks
cell_height
The cell height used to rasterize the navigation mesh vertices on the Y axis. Must match with the cell height on the navigation map.
var cell_height : float = 0.25
Property Value
Remarks
cell_size
The cell size used to rasterize the navigation mesh vertices on the XZ plane. Must match with the cell size on the navigation map.
var cell_size : float = 0.25
Property Value
Remarks
detail_sample_distance
The sampling distance to use when generating the detail mesh, in cell unit.
var detail_sample_distance : float = 6.0
Property Value
Remarks
detail_sample_max_error
The maximum distance the detail mesh surface should deviate from heightfield, in cell unit.
var detail_sample_max_error : float = 1.0
Property Value
Remarks
edge_max_error
The maximum distance a simplified contour's border edges should deviate the original raw contour.
var edge_max_error : float = 1.3
Property Value
Remarks
edge_max_length
The maximum allowed length for contour edges along the border of the mesh. A value of 0.0
disables this feature.
Note: While baking, this value will be rounded up to the nearest multiple of cell_size.
var edge_max_length : float = 0.0
Property Value
Remarks
filter_baking_aabb
If the baking AABB has a volume the navigation mesh baking will be restricted to its enclosing area.
var filter_baking_aabb : AABB = AABB(0, 0, 0, 0, 0, 0)
Property Value
Remarks
filter_baking_aabb_offset
The position offset applied to the filter_baking_aabb AABB.
var filter_baking_aabb_offset : Vector3 = Vector3(0, 0, 0)
Property Value
Remarks
filter_ledge_spans
If true
, marks spans that are ledges as non-walkable.
var filter_ledge_spans : bool = false
Property Value
Remarks
filter_low_hanging_obstacles
If true
, marks non-walkable spans as walkable if their maximum is within agent_max_climb of a walkable neighbor.
var filter_low_hanging_obstacles : bool = false
Property Value
Remarks
filter_walkable_low_height_spans
If true
, marks walkable spans as not walkable if the clearance above the span is less than agent_height.
var filter_walkable_low_height_spans : bool = false
Property Value
Remarks
geometry_collision_mask
The physics layers to scan for static colliders.
Only used when geometry_parsed_geometry_type is NavigationMesh.PARSED_GEOMETRY_STATIC_COLLIDERS or NavigationMesh.PARSED_GEOMETRY_BOTH.
var geometry_collision_mask : int = 4294967295
Property Value
Remarks
geometry_parsed_geometry_type
Determines which type of nodes will be parsed as geometry. See ParsedGeometryType for possible values.
var geometry_parsed_geometry_type : int = 2
Property Value
Remarks
geometry_source_geometry_mode
The source of the geometry used when baking. See SourceGeometryMode for possible values.
var geometry_source_geometry_mode : int = 0
Property Value
Remarks
geometry_source_group_name
The name of the group to scan for geometry.
Only used when geometry_source_geometry_mode is NavigationMesh.SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN or NavigationMesh.SOURCE_GEOMETRY_GROUPS_EXPLICIT.
var geometry_source_group_name : StringName = &"navigation_mesh_source_group"
Property Value
Remarks
- void set_source_group_name(StringName value)
- StringName get_source_group_name
region_merge_size
Any regions with a size smaller than this will be merged with larger regions if possible.
Note: 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.
var region_merge_size : float = 20.0
Property Value
Remarks
region_min_size
The minimum size of a region for it to be created.
Note: 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.
var region_min_size : float = 2.0
Property Value
Remarks
sample_partition_type
Partitioning algorithm for creating the navigation mesh polys. See SamplePartitionType for possible values.
var sample_partition_type : int = 0
Property Value
Remarks
vertices_per_polygon
The maximum number of vertices allowed for polygons generated during the contour to polygon conversion process.
var vertices_per_polygon : float = 6.0
Property Value
Remarks
Methods
add_polygon(PackedInt32Array)
Adds a polygon using the indices of the vertices you get when calling get_vertices.
void add_polygon(PackedInt32Array polygon)
Parameters
polygon
PackedInt32Array
clear
Clears the internal arrays for vertices and polygon indices.
void clear
clear_polygons
Clears the array of polygons, but it doesn't clear the array of vertices.
void clear_polygons
create_from_mesh(Mesh)
Initializes the navigation mesh by setting the vertices and indices according to a Mesh.
Note: The given mesh
must be of type Mesh.PRIMITIVE_TRIANGLES and have an index array.
void create_from_mesh(Mesh mesh)
Parameters
mesh
Mesh
get_collision_mask_value(int)
Qualifiers: const
Returns whether or not the specified layer of the geometry_collision_mask is enabled, given a layer_number
between 1 and 32.
bool get_collision_mask_value(int layer_number)
Parameters
layer_number
int
get_polygon(int)
Returns a PackedInt32Array containing the indices of the vertices of a created polygon.
PackedInt32Array get_polygon(int idx)
Parameters
idx
int
get_polygon_count
Qualifiers: const
Returns the number of polygons in the navigation mesh.
int get_polygon_count
get_vertices
Qualifiers: const
Returns a PackedVector3Array containing all the vertices being used to create the polygons.
PackedVector3Array get_vertices
set_collision_mask_value(int, bool)
Based on value
, enables or disables the specified layer in the geometry_collision_mask, given a layer_number
between 1 and 32.
void set_collision_mask_value(int layer_number, bool value)
Parameters
set_vertices(PackedVector3Array)
Sets the vertices that can be then indexed to create polygons with the NavigationMesh.add_polygon method.
void set_vertices(PackedVector3Array vertices)
Parameters
vertices
PackedVector3Array