class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectRefCountedResource NavigationMesh
A navigation mesh that defines traversable areas and obstacles.

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.

Enum SamplePartitionType<>():Enum

SAMPLE_PARTITION_WATERSHED = 0

Watershed partitioning. Generally the best choice if you precompute the navigation mesh, use this if you have large open areas.


SAMPLE_PARTITION_MONOTONE = 1

Monotone partitioning. Use this if you want fast navigation mesh generation.


SAMPLE_PARTITION_LAYERS = 2

Layer partitioning. Good choice to use for tiled navigation mesh with medium and small sized tiles.


SAMPLE_PARTITION_MAX = 3

Represents the size of the SamplePartitionType enum.

Enum ParsedGeometryType<>():Enum

PARSED_GEOMETRY_MESH_INSTANCES = 0

Parses mesh instances as geometry. This includes MeshInstance3D, CSGShape3D, and GridMap nodes.


PARSED_GEOMETRY_STATIC_COLLIDERS = 1

Parses StaticBody3D colliders as geometry. The collider should be in any of the layers specified by geometry_collision_mask.


PARSED_GEOMETRY_BOTH = 2

Both PARSED_GEOMETRY_MESH_INSTANCES and PARSED_GEOMETRY_STATIC_COLLIDERS.


PARSED_GEOMETRY_MAX = 3

Represents the size of the ParsedGeometryType enum.

Enum SourceGeometryMode<>():Enum

SOURCE_GEOMETRY_ROOT_NODE_CHILDREN = 0

Scans the child nodes of the root node recursively for geometry.


SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN = 1

Scans nodes in a group and their child nodes recursively for geometry. The group is specified by geometry_source_group_name.


SOURCE_GEOMETRY_GROUPS_EXPLICIT = 2

Uses nodes in a group for geometry. The group is specified by geometry_source_group_name.


SOURCE_GEOMETRY_MAX = 3

Represents the size of the SourceGeometryMode enum.

float agent_height<>():float

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.

float agent_max_climb<>():float

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.

float agent_max_slope<>():float

The maximum slope that is considered walkable, in degrees.

float agent_radius<>():float

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.

float border_size<>():float

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.

float cell_height<>():float

The cell height used to rasterize the navigation mesh vertices on the Y axis. Must match with the cell height on the navigation map.

float cell_size<>():float

The cell size used to rasterize the navigation mesh vertices on the XZ plane. Must match with the cell size on the navigation map.

float detail_sample_distance<>():float

The sampling distance to use when generating the detail mesh, in cell unit.

float detail_sample_max_error<>():float

The maximum distance the detail mesh surface should deviate from heightfield, in cell unit.

float edge_max_error<>():float

The maximum distance a simplified contour's border edges should deviate the original raw contour.

float edge_max_length<>():float

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.

AABB filter_baking_aabb<>():AABB

If the baking AABB has a volume the navigation mesh baking will be restricted to its enclosing area.

Vector3 filter_baking_aabb_offset<>():Vector3

The position offset applied to the filter_baking_aabb AABB.

bool filter_ledge_spans<>():bool

If true, marks spans that are ledges as non-walkable.

bool filter_low_hanging_obstacles<>():bool

If true, marks non-walkable spans as walkable if their maximum is within agent_max_climb of a walkable neighbor.

bool filter_walkable_low_height_spans<>():bool

If true, marks walkable spans as not walkable if the clearance above the span is less than agent_height.

int geometry_collision_mask<>():int

The physics layers to scan for static colliders.

Only used when geometry_parsed_geometry_type is PARSED_GEOMETRY_STATIC_COLLIDERS or PARSED_GEOMETRY_BOTH.

ParsedGeometryType geometry_parsed_geometry_type<>():ParsedGeometryType

Determines which type of nodes will be parsed as geometry. See ParsedGeometryType for possible values.

SourceGeometryMode geometry_source_geometry_mode<>():SourceGeometryMode

The source of the geometry used when baking. See SourceGeometryMode for possible values.

StringName geometry_source_group_name<>():StringName

The name of the group to scan for geometry.

Only used when geometry_source_geometry_mode is SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN or SOURCE_GEOMETRY_GROUPS_EXPLICIT.

float region_merge_size<>():float

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.

float region_min_size<>():float

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.

SamplePartitionType sample_partition_type<>():SamplePartitionType

Partitioning algorithm for creating the navigation mesh polys. See SamplePartitionType for possible values.

float vertices_per_polygon<>():float

The maximum number of vertices allowed for polygons generated during the contour to polygon conversion process.

void add_polygon<>( PackedInt32Array polygon=, polygon:PackedInt32Array=, ):void

Adds a polygon using the indices of the vertices you get when calling get_vertices.

void clear<>():void

Clears the internal arrays for vertices and polygon indices.

void clear_polygons<>():void

Clears the array of polygons, but it doesn't clear the array of vertices.

void create_from_mesh<>( Mesh mesh=, mesh:Mesh=, ):void

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.

bool get_collision_mask_value<>( int layer_number=, layer_number:int=, ):bool

Returns whether or not the specified layer of the geometry_collision_mask is enabled, given a layer_number between 1 and 32.

PackedInt32Array get_polygon<>( int idx=, idx:int=, ):PackedInt32Array

Returns a PackedInt32Array containing the indices of the vertices of a created polygon.

int get_polygon_count<>():int

Returns the number of polygons in the navigation mesh.

PackedVector3Array get_vertices<>():PackedVector3Array

Returns a PackedVector3Array containing all the vertices being used to create the polygons.

void set_collision_mask_value<>( int layer_number=, layer_number:int=, bool value=, value:bool=, ):void

Based on value, enables or disables the specified layer in the geometry_collision_mask, given a layer_number between 1 and 32.

void set_vertices<>( PackedVector3Array vertices=, vertices:PackedVector3Array=, ):void

Sets the vertices that can be then indexed to create polygons with the add_polygon method.




All social media brands are registrated trademarks and belong to their respective owners.





CONTACT IMPRINT TERMS OF USE PRIVACY © ROKOROJI ® 2021 rokojori.com
CONTACT IMPRINT TERMS OF USE PRIVACY © ROKOROJI ® 2021 rokojori.com
We are using cookies on this site. Read more... Wir benutzen Cookies auf dieser Seite. Mehr lesen...