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 Object NavigationServer3D
A server interface for low-level 3D navigation access.

NavigationServer3D is the server that handles navigation maps, regions and agents. It does not handle A* navigation from AStar3D.

Maps are made up of regions, which are made of navigation meshes. Together, they define the navigable areas in the 3D world.

For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than edge_connection_margin to the respective other edge's vertex.

You may assign navigation layers to regions with region_set_navigation_layers, which then can be checked upon when requesting a path with map_get_path. This can be used to allow or deny certain areas for some objects.

To use the collision avoidance system, you may use agents. You can set an agent's target velocity, then the servers will emit a callback with a modified velocity.

This server keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying.

avoidance_debug_changed avoidance_debug_changed<>():avoidance_debug_changed

Emitted when avoidance debug settings are changed. Only available in debug builds.

map_changed map_changed<>( RID map=, map:RID=, ):map_changed

Emitted when a navigation map is updated, when a region moves or is modified.

navigation_debug_changed navigation_debug_changed<>():navigation_debug_changed

Emitted when navigation debug settings are changed. Only available in debug builds.

Enum ProcessInfo<>():Enum

INFO_ACTIVE_MAPS = 0

Constant to get the number of active navigation maps.


INFO_REGION_COUNT = 1

Constant to get the number of active navigation regions.


INFO_AGENT_COUNT = 2

Constant to get the number of active navigation agents processing avoidance.


Constant to get the number of active navigation links.


INFO_POLYGON_COUNT = 4

Constant to get the number of navigation mesh polygons.


INFO_EDGE_COUNT = 5

Constant to get the number of navigation mesh polygon edges.


INFO_EDGE_MERGE_COUNT = 6

Constant to get the number of navigation mesh polygon edges that were merged due to edge key overlap.


INFO_EDGE_CONNECTION_COUNT = 7

Constant to get the number of navigation mesh polygon edges that are considered connected by edge proximity.


INFO_EDGE_FREE_COUNT = 8

Constant to get the number of navigation mesh polygon edges that could not be merged but may be still connected by edge proximity or with links.

RID agent_create<>():RID

Creates the agent.

bool agent_get_avoidance_enabled<>( RID agent=, agent:RID=, ):bool

Returns true if the provided agent has avoidance enabled.

int agent_get_avoidance_layers<>( RID agent=, agent:RID=, ):int

Returns the avoidance_layers bitmask of the specified agent.

int agent_get_avoidance_mask<>( RID agent=, agent:RID=, ):int

Returns the avoidance_mask bitmask of the specified agent.

float agent_get_avoidance_priority<>( RID agent=, agent:RID=, ):float

Returns the avoidance_priority of the specified agent.

float agent_get_height<>( RID agent=, agent:RID=, ):float

Returns the height of the specified agent.

RID agent_get_map<>( RID agent=, agent:RID=, ):RID

Returns the navigation map RID the requested agent is currently assigned to.

int agent_get_max_neighbors<>( RID agent=, agent:RID=, ):int

Returns the maximum number of other agents the specified agent takes into account in the navigation.

float agent_get_max_speed<>( RID agent=, agent:RID=, ):float

Returns the maximum speed of the specified agent.

float agent_get_neighbor_distance<>( RID agent=, agent:RID=, ):float

Returns the maximum distance to other agents the specified agent takes into account in the navigation.

bool agent_get_paused<>( RID agent=, agent:RID=, ):bool

Returns true if the specified agent is paused.

Vector3 agent_get_position<>( RID agent=, agent:RID=, ):Vector3

Returns the position of the specified agent in world space.

float agent_get_radius<>( RID agent=, agent:RID=, ):float

Returns the radius of the specified agent.

float agent_get_time_horizon_agents<>( RID agent=, agent:RID=, ):float

Returns the minimal amount of time for which the specified agent's velocities that are computed by the simulation are safe with respect to other agents.

float agent_get_time_horizon_obstacles<>( RID agent=, agent:RID=, ):float

Returns the minimal amount of time for which the specified agent's velocities that are computed by the simulation are safe with respect to static avoidance obstacles.

bool agent_get_use_3d_avoidance<>( RID agent=, agent:RID=, ):bool

Returns true if the provided agent uses avoidance in 3D space Vector3(x,y,z) instead of horizontal 2D Vector2(x,y) / Vector3(x,0.0,z).

Vector3 agent_get_velocity<>( RID agent=, agent:RID=, ):Vector3

Returns the velocity of the specified agent.

bool agent_has_avoidance_callback<>( RID agent=, agent:RID=, ):bool

Return true if the specified agent has an avoidance callback.

bool agent_is_map_changed<>( RID agent=, agent:RID=, ):bool

Returns true if the map got changed the previous frame.

void agent_set_avoidance_callback<>( RID agent=, agent:RID=, Callable callback=, callback:Callable=, ):void

Sets the callback Callable that gets called after each avoidance processing step for the agent. The calculated safe_velocity will be dispatched with a signal to the object just before the physics calculations.

Note: Created callbacks are always processed independently of the SceneTree state as long as the agent is on a navigation map and not freed. To disable the dispatch of a callback from an agent use agent_set_avoidance_callback again with an empty Callable.

void agent_set_avoidance_enabled<>( RID agent=, agent:RID=, bool enabled=, enabled:bool=, ):void

If enabled is true, the provided agent calculates avoidance.

void agent_set_avoidance_layers<>( RID agent=, agent:RID=, int layers=, layers:int=, ):void

Set the agent's avoidance_layers bitmask.

void agent_set_avoidance_mask<>( RID agent=, agent:RID=, int mask=, mask:int=, ):void

Set the agent's avoidance_mask bitmask.

void agent_set_avoidance_priority<>( RID agent=, agent:RID=, float priority=, priority:float=, ):void

Set the agent's avoidance_priority with a priority between 0.0 (lowest priority) to 1.0 (highest priority).

The specified agent does not adjust the velocity for other agents that would match the avoidance_mask but have a lower `` avoidance_priority``. This in turn makes the other agents with lower priority adjust their velocities even more to avoid collision with this agent.

void agent_set_height<>( RID agent=, agent:RID=, float height=, height:float=, ):void

Updates the provided agent height.

void agent_set_map<>( RID agent=, agent:RID=, RID map=, map:RID=, ):void

Puts the agent in the map.

void agent_set_max_neighbors<>( RID agent=, agent:RID=, int count=, count:int=, ):void

Sets the maximum number of other agents the agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe.

void agent_set_max_speed<>( RID agent=, agent:RID=, float max_speed=, max_speed:float=, ):void

Sets the maximum speed of the agent. Must be positive.

void agent_set_neighbor_distance<>( RID agent=, agent:RID=, float distance=, distance:float=, ):void

Sets the maximum distance to other agents this agent takes into account in the navigation. The larger this number, the longer the running time of the simulation. If the number is too low, the simulation will not be safe.

void agent_set_paused<>( RID agent=, agent:RID=, bool paused=, paused:bool=, ):void

If paused is true the specified agent will not be processed, e.g. calculate avoidance velocities or receive avoidance callbacks.

void agent_set_position<>( RID agent=, agent:RID=, Vector3 position=, position:Vector3=, ):void

Sets the position of the agent in world space.

void agent_set_radius<>( RID agent=, agent:RID=, float radius=, radius:float=, ):void

Sets the radius of the agent.

void agent_set_time_horizon_agents<>( RID agent=, agent:RID=, float time_horizon=, time_horizon:float=, ):void

The minimal amount of time for which the agent's velocities that are computed by the simulation are safe with respect to other agents. The larger this number, the sooner this agent will respond to the presence of other agents, but the less freedom this agent has in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.

void agent_set_time_horizon_obstacles<>( RID agent=, agent:RID=, float time_horizon=, time_horizon:float=, ):void

The minimal amount of time for which the agent's velocities that are computed by the simulation are safe with respect to static avoidance obstacles. The larger this number, the sooner this agent will respond to the presence of static avoidance obstacles, but the less freedom this agent has in choosing its velocities. A too high value will slow down agents movement considerably. Must be positive.

void agent_set_use_3d_avoidance<>( RID agent=, agent:RID=, bool enabled=, enabled:bool=, ):void

Sets if the agent uses the 2D avoidance or the 3D avoidance while avoidance is enabled.

If true the agent calculates avoidance velocities in 3D for the xyz-axis, e.g. for games that take place in air, underwater or space. The 3D using agent only avoids other 3D avoidance using agent's. The 3D using agent only reacts to radius based avoidance obstacles. The 3D using agent ignores any vertices based obstacles. The 3D using agent only avoids other 3D using agent's.

If false the agent calculates avoidance velocities in 2D along the xz-axis ignoring the y-axis. The 2D using agent only avoids other 2D avoidance using agent's. The 2D using agent reacts to radius avoidance obstacles. The 2D using agent reacts to vertices based avoidance obstacles. The 2D using agent only avoids other 2D using agent's. 2D using agents will ignore other 2D using agents or obstacles that are below their current position or above their current position including the agents height in 2D avoidance.

void agent_set_velocity<>( RID agent=, agent:RID=, Vector3 velocity=, velocity:Vector3=, ):void

Sets velocity as the new wanted velocity for the specified agent. The avoidance simulation will try to fulfill this velocity if possible but will modify it to avoid collision with other agent's and obstacles. When an agent is teleported to a new position use agent_set_velocity_forced as well to reset the internal simulation velocity.

void agent_set_velocity_forced<>( RID agent=, agent:RID=, Vector3 velocity=, velocity:Vector3=, ):void

Replaces the internal velocity in the collision avoidance simulation with velocity for the specified agent. When an agent is teleported to a new position this function should be used in the same frame. If called frequently this function can get agents stuck.

void bake_from_source_geometry_data<>( NavigationMesh navigation_mesh=, navigation_mesh:NavigationMesh=, NavigationMeshSourceGeometryData3D source_geometry_data=, source_geometry_data:NavigationMeshSourceGeometryData3D=, Callable=, Callable:=, ):void

Bakes the provided navigation_mesh with the data from the provided source_geometry_data. After the process is finished the optional callback will be called.

void bake_from_source_geometry_data_async<>( NavigationMesh navigation_mesh=, navigation_mesh:NavigationMesh=, NavigationMeshSourceGeometryData3D source_geometry_data=, source_geometry_data:NavigationMeshSourceGeometryData3D=, Callable=, Callable:=, ):void

Bakes the provided navigation_mesh with the data from the provided source_geometry_data as an async task running on a background thread. After the process is finished the optional callback will be called.

void free_rid<>( RID rid=, rid:RID=, ):void

Destroys the given RID.

bool get_debug_enabled<>():bool

Returns true when the NavigationServer has debug enabled.

RID[] get_maps<>():RID[]

Returns all created navigation map RIDs on the NavigationServer. This returns both 2D and 3D created navigation maps as there is technically no distinction between them.

int get_process_info<>( ProcessInfo process_info=, process_info:ProcessInfo=, ):int

Returns information about the current state of the NavigationServer. See ProcessInfo for a list of available states.

bool is_baking_navigation_mesh<>( NavigationMesh navigation_mesh=, navigation_mesh:NavigationMesh=, ):bool

Returns true when the provided navigation mesh is being baked on a background thread.

RID link_create<>():RID

Create a new link between two positions on a map.

bool link_get_enabled<>( RID link=, link:RID=, ):bool

Returns true if the specified link is enabled.

Vector3 link_get_end_position<>( RID link=, link:RID=, ):Vector3

Returns the ending position of this link.

float link_get_enter_cost<>( RID link=, link:RID=, ):float

Returns the enter cost of this link.

RID link_get_map<>( RID link=, link:RID=, ):RID

Returns the navigation map RID the requested link is currently assigned to.

int link_get_navigation_layers<>( RID link=, link:RID=, ):int

Returns the navigation layers for this link.

int link_get_owner_id<>( RID link=, link:RID=, ):int

Returns the ObjectID of the object which manages this link.

Vector3 link_get_start_position<>( RID link=, link:RID=, ):Vector3

Returns the starting position of this link.

float link_get_travel_cost<>( RID link=, link:RID=, ):float

Returns the travel cost of this link.

bool link_is_bidirectional<>( RID link=, link:RID=, ):bool

Returns whether this link can be travelled in both directions.

void link_set_bidirectional<>( RID link=, link:RID=, bool bidirectional=, bidirectional:bool=, ):void

Sets whether this link can be travelled in both directions.

void link_set_enabled<>( RID link=, link:RID=, bool enabled=, enabled:bool=, ):void

If enabled is true, the specified link will contribute to its current navigation map.

void link_set_end_position<>( RID link=, link:RID=, Vector3 position=, position:Vector3=, ):void

Sets the exit position for the link.

void link_set_enter_cost<>( RID link=, link:RID=, float enter_cost=, enter_cost:float=, ):void

Sets the enter_cost for this link.

void link_set_map<>( RID link=, link:RID=, RID map=, map:RID=, ):void

Sets the navigation map RID for the link.

void link_set_navigation_layers<>( RID link=, link:RID=, int navigation_layers=, navigation_layers:int=, ):void

Set the links's navigation layers. This allows selecting links from a path request (when using map_get_path).

void link_set_owner_id<>( RID link=, link:RID=, int owner_id=, owner_id:int=, ):void

Set the ObjectID of the object which manages this link.

void link_set_start_position<>( RID link=, link:RID=, Vector3 position=, position:Vector3=, ):void

Sets the entry position for this link.

void link_set_travel_cost<>( RID link=, link:RID=, float travel_cost=, travel_cost:float=, ):void

Sets the travel_cost for this link.

RID map_create<>():RID

Create a new map.

void map_force_update<>( RID map=, map:RID=, ):void

This function immediately forces synchronization of the specified navigation map RID. By default navigation maps are only synchronized at the end of each physics frame. This function can be used to immediately (re)calculate all the navigation meshes and region connections of the navigation map. This makes it possible to query a navigation path for a changed map immediately and in the same frame (multiple times if needed).

Due to technical restrictions the current NavigationServer command queue will be flushed. This means all already queued update commands for this physics frame will be executed, even those intended for other maps, regions and agents not part of the specified map. The expensive computation of the navigation meshes and region connections of a map will only be done for the specified map. Other maps will receive the normal synchronization at the end of the physics frame. Should the specified map receive changes after the forced update it will update again as well when the other maps receive their update.

Avoidance processing and dispatch of the safe_velocity signals is unaffected by this function and continues to happen for all maps and agents at the end of the physics frame.

Note: With great power comes great responsibility. This function should only be used by users that really know what they are doing and have a good reason for it. Forcing an immediate update of a navigation map requires locking the NavigationServer and flushing the entire NavigationServer command queue. Not only can this severely impact the performance of a game but it can also introduce bugs if used inappropriately without much foresight.

RID[] map_get_agents<>( RID map=, map:RID=, ):RID[]

Returns all navigation agents RIDs that are currently assigned to the requested navigation map.

float map_get_cell_height<>( RID map=, map:RID=, ):float

Returns the map cell height used to rasterize the navigation mesh vertices on the Y axis.

float map_get_cell_size<>( RID map=, map:RID=, ):float

Returns the map cell size used to rasterize the navigation mesh vertices on the XZ plane.

Vector3 map_get_closest_point<>( RID map=, map:RID=, Vector3 to_point=, to_point:Vector3=, ):Vector3

Returns the point closest to the provided to_point on the navigation mesh surface.

Vector3 map_get_closest_point_normal<>( RID map=, map:RID=, Vector3 to_point=, to_point:Vector3=, ):Vector3

Returns the normal for the point returned by map_get_closest_point.

RID map_get_closest_point_owner<>( RID map=, map:RID=, Vector3 to_point=, to_point:Vector3=, ):RID

Returns the owner region RID for the point returned by map_get_closest_point.

Vector3 map_get_closest_point_to_segment<>( RID map=, map:RID=, Vector3 start=, start:Vector3=, Vector3 end=, end:Vector3=, bool use_collision=false, use_collision:bool=false, ):Vector3

Returns the closest point between the navigation surface and the segment.

float map_get_edge_connection_margin<>( RID map=, map:RID=, ):float

Returns the edge connection margin of the map. This distance is the minimum vertex distance needed to connect two edges from different regions.

float map_get_link_connection_radius<>( RID map=, map:RID=, ):float

Returns the link connection radius of the map. This distance is the maximum range any link will search for navigation mesh polygons to connect to.

RID[] map_get_links<>( RID map=, map:RID=, ):RID[]

Returns all navigation link RIDs that are currently assigned to the requested navigation map.

RID[] map_get_obstacles<>( RID map=, map:RID=, ):RID[]

Returns all navigation obstacle RIDs that are currently assigned to the requested navigation map.

PackedVector3Array map_get_path<>( RID map=, map:RID=, Vector3 origin=, origin:Vector3=, Vector3 destination=, destination:Vector3=, bool optimize=, optimize:bool=, int navigation_layers=1, navigation_layers:int=1, ):PackedVector3Array

Returns the navigation path to reach the destination from the origin. navigation_layers is a bitmask of all region navigation layers that are allowed to be in the path.

Vector3 map_get_random_point<>( RID map=, map:RID=, int navigation_layers=, navigation_layers:int=, bool uniformly=, uniformly:bool=, ):Vector3

Returns a random position picked from all map region polygons with matching navigation_layers.

If uniformly is true, all map regions, polygons, and faces are weighted by their surface area (slower).

If uniformly is false, just a random region and a random polygon are picked (faster).

RID[] map_get_regions<>( RID map=, map:RID=, ):RID[]

Returns all navigation regions RIDs that are currently assigned to the requested navigation map.

Vector3 map_get_up<>( RID map=, map:RID=, ):Vector3

Returns the map's up direction.

bool map_get_use_edge_connections<>( RID map=, map:RID=, ):bool

Returns true if the navigation map allows navigation regions to use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.

bool map_is_active<>( RID map=, map:RID=, ):bool

Returns true if the map is active.

void map_set_active<>( RID map=, map:RID=, bool active=, active:bool=, ):void

Sets the map active.

void map_set_cell_height<>( RID map=, map:RID=, float cell_height=, cell_height:float=, ):void

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

void map_set_cell_size<>( RID map=, map:RID=, float cell_size=, cell_size:float=, ):void

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

void map_set_edge_connection_margin<>( RID map=, map:RID=, float margin=, margin:float=, ):void

Set the map edge connection margin used to weld the compatible region edges.

void map_set_link_connection_radius<>( RID map=, map:RID=, float radius=, radius:float=, ):void

Set the map's link connection radius used to connect links to navigation polygons.

void map_set_up<>( RID map=, map:RID=, Vector3 up=, up:Vector3=, ):void

Sets the map up direction.

void map_set_use_edge_connections<>( RID map=, map:RID=, bool enabled=, enabled:bool=, ):void

Set the navigation map edge connection use. If enabled is true, the navigation map allows navigation regions to use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.

RID obstacle_create<>():RID

Creates a new obstacle.

bool obstacle_get_avoidance_enabled<>( RID obstacle=, obstacle:RID=, ):bool

Returns true if the provided obstacle has avoidance enabled.

int obstacle_get_avoidance_layers<>( RID obstacle=, obstacle:RID=, ):int

Returns the avoidance_layers bitmask of the specified obstacle.

float obstacle_get_height<>( RID obstacle=, obstacle:RID=, ):float

Returns the height of the specified obstacle.

RID obstacle_get_map<>( RID obstacle=, obstacle:RID=, ):RID

Returns the navigation map RID the requested obstacle is currently assigned to.

bool obstacle_get_paused<>( RID obstacle=, obstacle:RID=, ):bool

Returns true if the specified obstacle is paused.

Vector3 obstacle_get_position<>( RID obstacle=, obstacle:RID=, ):Vector3

Returns the position of the specified obstacle in world space.

float obstacle_get_radius<>( RID obstacle=, obstacle:RID=, ):float

Returns the radius of the specified dynamic obstacle.

bool obstacle_get_use_3d_avoidance<>( RID obstacle=, obstacle:RID=, ):bool

Returns true if the provided obstacle uses avoidance in 3D space Vector3(x,y,z) instead of horizontal 2D Vector2(x,y) / Vector3(x,0.0,z).

Vector3 obstacle_get_velocity<>( RID obstacle=, obstacle:RID=, ):Vector3

Returns the velocity of the specified dynamic obstacle.

PackedVector3Array obstacle_get_vertices<>( RID obstacle=, obstacle:RID=, ):PackedVector3Array

Returns the outline vertices for the specified obstacle.

void obstacle_set_avoidance_enabled<>( RID obstacle=, obstacle:RID=, bool enabled=, enabled:bool=, ):void

If enabled is true, the provided obstacle affects avoidance using agents.

void obstacle_set_avoidance_layers<>( RID obstacle=, obstacle:RID=, int layers=, layers:int=, ):void

Set the obstacles's avoidance_layers bitmask.

void obstacle_set_height<>( RID obstacle=, obstacle:RID=, float height=, height:float=, ):void

Sets the height for the obstacle. In 3D agents will ignore obstacles that are above or below them while using 2D avoidance.

void obstacle_set_map<>( RID obstacle=, obstacle:RID=, RID map=, map:RID=, ):void

Assigns the obstacle to a navigation map.

void obstacle_set_paused<>( RID obstacle=, obstacle:RID=, bool paused=, paused:bool=, ):void

If paused is true the specified obstacle will not be processed, e.g. affect avoidance velocities.

void obstacle_set_position<>( RID obstacle=, obstacle:RID=, Vector3 position=, position:Vector3=, ):void

Updates the position in world space for the obstacle.

void obstacle_set_radius<>( RID obstacle=, obstacle:RID=, float radius=, radius:float=, ):void

Sets the radius of the dynamic obstacle.

void obstacle_set_use_3d_avoidance<>( RID obstacle=, obstacle:RID=, bool enabled=, enabled:bool=, ):void

Sets if the obstacle uses the 2D avoidance or the 3D avoidance while avoidance is enabled.

void obstacle_set_velocity<>( RID obstacle=, obstacle:RID=, Vector3 velocity=, velocity:Vector3=, ):void

Sets velocity of the dynamic obstacle. Allows other agents to better predict the movement of the dynamic obstacle. Only works in combination with the radius of the obstacle.

void obstacle_set_vertices<>( RID obstacle=, obstacle:RID=, PackedVector3Array vertices=, vertices:PackedVector3Array=, ):void

Sets the outline vertices for the obstacle. If the vertices are winded in clockwise order agents will be pushed in by the obstacle, else they will be pushed out.

void parse_source_geometry_data<>( NavigationMesh navigation_mesh=, navigation_mesh:NavigationMesh=, NavigationMeshSourceGeometryData3D source_geometry_data=, source_geometry_data:NavigationMeshSourceGeometryData3D=, Node root_node=, root_node:Node=, Callable=, Callable:=, ):void

Parses the SceneTree for source geometry according to the properties of navigation_mesh. Updates the provided source_geometry_data resource with the resulting data. The resource can then be used to bake a navigation mesh with bake_from_source_geometry_data. After the process is finished the optional callback will be called.

Note: This function needs to run on the main thread or with a deferred call as the SceneTree is not thread-safe.

Performance: While convenient, reading data arrays from Mesh resources can affect the frame rate negatively. The data needs to be received from the GPU, stalling the RenderingServer in the process. For performance prefer the use of e.g. collision shapes or creating the data arrays entirely in code.

void query_path<>( NavigationPathQueryParameters3D parameters=, parameters:NavigationPathQueryParameters3D=, NavigationPathQueryResult3D result=, result:NavigationPathQueryResult3D=, ):void

Queries a path in a given navigation map. Start and target position and other parameters are defined through NavigationPathQueryParameters3D. Updates the provided NavigationPathQueryResult3D result object with the path among other results requested by the query.

void region_bake_navigation_mesh<>( NavigationMesh navigation_mesh=, navigation_mesh:NavigationMesh=, Node root_node=, root_node:Node=, ):void

Bakes the navigation_mesh with bake source geometry collected starting from the root_node.

Deprecated. This function is deprecated due to core threading changes. To upgrade existing code, first create a NavigationMeshSourceGeometryData3D resource. Use this resource with parse_source_geometry_data to parse the SceneTree for nodes that should contribute to the navigation mesh baking. The SceneTree parsing needs to happen on the main thread. After the parsing is finished use the resource with bake_from_source_geometry_data to bake a navigation mesh.

RID region_create<>():RID

Creates a new region.

Vector3 region_get_connection_pathway_end<>( RID region=, region:RID=, int connection=, connection:int=, ):Vector3

Returns the ending point of a connection door. connection is an index between 0 and the return value of region_get_connections_count.

Vector3 region_get_connection_pathway_start<>( RID region=, region:RID=, int connection=, connection:int=, ):Vector3

Returns the starting point of a connection door. connection is an index between 0 and the return value of region_get_connections_count.

int region_get_connections_count<>( RID region=, region:RID=, ):int

Returns how many connections this region has with other regions in the map.

bool region_get_enabled<>( RID region=, region:RID=, ):bool

Returns true if the specified region is enabled.

float region_get_enter_cost<>( RID region=, region:RID=, ):float

Returns the enter cost of this region.

RID region_get_map<>( RID region=, region:RID=, ):RID

Returns the navigation map RID the requested region is currently assigned to.

int region_get_navigation_layers<>( RID region=, region:RID=, ):int

Returns the region's navigation layers.

int region_get_owner_id<>( RID region=, region:RID=, ):int

Returns the ObjectID of the object which manages this region.

Vector3 region_get_random_point<>( RID region=, region:RID=, int navigation_layers=, navigation_layers:int=, bool uniformly=, uniformly:bool=, ):Vector3

Returns a random position picked from all region polygons with matching navigation_layers.

If uniformly is true, all region polygons and faces are weighted by their surface area (slower).

If uniformly is false, just a random polygon and face is picked (faster).

Transform3D region_get_transform<>( RID region=, region:RID=, ):Transform3D

Returns the global transformation of this region.

float region_get_travel_cost<>( RID region=, region:RID=, ):float

Returns the travel cost of this region.

bool region_get_use_edge_connections<>( RID region=, region:RID=, ):bool

Returns true if the navigation region is set to use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.

bool region_owns_point<>( RID region=, region:RID=, Vector3 point=, point:Vector3=, ):bool

Returns true if the provided point in world space is currently owned by the provided navigation region. Owned in this context means that one of the region's navigation mesh polygon faces has a possible position at the closest distance to this point compared to all other navigation meshes from other navigation regions that are also registered on the navigation map of the provided region.

If multiple navigation meshes have positions at equal distance the navigation region whose polygons are processed first wins the ownership. Polygons are processed in the same order that navigation regions were registered on the NavigationServer.

Note: If navigation meshes from different navigation regions overlap (which should be avoided in general) the result might not be what is expected.

void region_set_enabled<>( RID region=, region:RID=, bool enabled=, enabled:bool=, ):void

If enabled is true, the specified region will contribute to its current navigation map.

void region_set_enter_cost<>( RID region=, region:RID=, float enter_cost=, enter_cost:float=, ):void

Sets the enter_cost for this region.

void region_set_map<>( RID region=, region:RID=, RID map=, map:RID=, ):void

Sets the map for the region.

void region_set_navigation_layers<>( RID region=, region:RID=, int navigation_layers=, navigation_layers:int=, ):void

Set the region's navigation layers. This allows selecting regions from a path request (when using map_get_path).

void region_set_navigation_mesh<>( RID region=, region:RID=, NavigationMesh navigation_mesh=, navigation_mesh:NavigationMesh=, ):void

Sets the navigation mesh for the region.

void region_set_owner_id<>( RID region=, region:RID=, int owner_id=, owner_id:int=, ):void

Set the ObjectID of the object which manages this region.

void region_set_transform<>( RID region=, region:RID=, Transform3D transform=, transform:Transform3D=, ):void

Sets the global transformation for the region.

void region_set_travel_cost<>( RID region=, region:RID=, float travel_cost=, travel_cost:float=, ):void

Sets the travel_cost for this region.

void region_set_use_edge_connections<>( RID region=, region:RID=, bool enabled=, enabled:bool=, ):void

If enabled is true, the navigation region will use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin.

void set_active<>( bool active=, active:bool=, ):void

Control activation of this server.

void set_debug_enabled<>( bool enabled=, enabled:bool=, ):void

If true enables debug mode on the NavigationServer.




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