NavigationServer3D is the server that handles navigation maps, regions and agents. It does not handle A* navigation from AStar3D.
Maps are divided into regions, which are composed 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.
Emitted when avoidance debug settings are changed. Only available in debug builds.
Emitted when a navigation map is updated, when a region moves or is modified.
Emitted when navigation debug settings are changed. Only available in debug builds.
Constant to get the number of active navigation maps.
Constant to get the number of active navigation regions.
Constant to get the number of active navigation agents processing avoidance.
Constant to get the number of active navigation links.
Constant to get the number of navigation mesh polygons.
Constant to get the number of navigation mesh polygon edges.
Constant to get the number of navigation mesh polygon edges that were merged due to edge key overlap.
Constant to get the number of navigation mesh polygon edges that are considered connected by edge proximity.
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.
Constant to get the number of active navigation obstacles.
Creates the agent.
Returns true
if the provided agent
has avoidance enabled.
Returns the avoidance_layers
bitmask of the specified agent
.
Returns the avoidance_mask
bitmask of the specified agent
.
Returns the avoidance_priority
of the specified agent
.
Returns the height
of the specified agent
.
Returns the navigation map RID the requested agent
is currently assigned to.
Returns the maximum number of other agents the specified agent
takes into account in the navigation.
Returns the maximum speed of the specified agent
.
Returns the maximum distance to other agents the specified agent
takes into account in the navigation.
Returns true
if the specified agent
is paused.
Returns the position of the specified agent
in world space.
Returns the radius of the specified agent
.
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.
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.
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).
Returns the velocity of the specified agent
.
Return true
if the specified agent
has an avoidance callback.
Returns true
if the map got changed the previous frame.
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.
If enabled
is true
, the provided agent
calculates avoidance.
Set the agent's avoidance_layers
bitmask.
Set the agent's avoidance_mask
bitmask.
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.
Updates the provided agent
height
.
Puts the agent in the map.
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.
Sets the maximum speed of the agent. Must be positive.
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.
If paused
is true
the specified agent
will not be processed, e.g. calculate avoidance velocities or receive avoidance callbacks.
Sets the position of the agent in world space.
Sets the radius of the agent.
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.
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.
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.
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.
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.
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.
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.
Destroys the given RID.
Returns true
when the NavigationServer has debug enabled.
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.
Returns information about the current state of the NavigationServer. See ProcessInfo for a list of available states.
Returns true
when the provided navigation mesh is being baked on a background thread.
Create a new link between two positions on a map.
Returns true
if the specified link
is enabled.
Returns the ending position of this link
.
Returns the enter cost of this link
.
Returns the navigation map RID the requested link
is currently assigned to.
Returns the navigation layers for this link
.
Returns the ObjectID
of the object which manages this link.
Returns the starting position of this link
.
Returns the travel cost of this link
.
Returns whether this link
can be travelled in both directions.
Sets whether this link
can be travelled in both directions.
If enabled
is true
, the specified link
will contribute to its current navigation map.
Sets the exit position for the link
.
Sets the enter_cost
for this link
.
Sets the navigation map RID for the link.
Set the links's navigation layers. This allows selecting links from a path request (when using map_get_path()).
Set the ObjectID
of the object which manages this link.
Sets the entry position for this link
.
Sets the travel_cost
for this link
.
Create a new map.
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.
Returns all navigation agents RIDs that are currently assigned to the requested navigation map
.
Returns the map cell height used to rasterize the navigation mesh vertices on the Y axis.
Returns the map cell size used to rasterize the navigation mesh vertices on the XZ plane.
Returns the navigation mesh surface point closest to the provided to_point
on the navigation map
.
Returns the navigation mesh surface normal closest to the provided to_point
on the navigation map
.
Returns the owner region RID for the navigation mesh surface point closest to the provided to_point
on the navigation map
.
Returns the navigation mesh surface point closest to the provided start
and end
segment on the navigation map
.
If use_collision
is true
, a closest point test is only done when the segment intersects with the navigation mesh surface.
Returns the edge connection margin of the map. This distance is the minimum vertex distance needed to connect two edges from different regions.
Returns the current iteration id of the navigation map. Every time the navigation map changes and synchronizes the iteration id increases. An iteration id of 0 means the navigation map has never synchronized.
Note: The iteration id will wrap back to 1 after reaching its range limit.
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.
Returns all navigation link RIDs that are currently assigned to the requested navigation map
.
Returns map's internal merge rasterizer cell scale.
Returns all navigation obstacle RIDs that are currently assigned to the requested navigation map
.
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.
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).
Returns all navigation regions RIDs that are currently assigned to the requested navigation map
.
Returns the map's up direction.
Returns true
if the map
synchronization uses an async process that runs on a background thread.
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.
Returns true
if the map is active.
Sets the map active.
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.
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.
Set the map edge connection margin used to weld the compatible region edges.
Set the map's link connection radius used to connect links to navigation polygons.
Set the map's internal merge rasterizer cell scale used to control merging sensitivity.
Sets the map up direction.
If enabled
is true
the map
synchronization uses an async process that runs on a background thread.
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.
Creates a new obstacle.
Returns true
if the provided obstacle
has avoidance enabled.
Returns the avoidance_layers
bitmask of the specified obstacle
.
Returns the height
of the specified obstacle
.
Returns the navigation map RID the requested obstacle
is currently assigned to.
Returns true
if the specified obstacle
is paused.
Returns the position of the specified obstacle
in world space.
Returns the radius of the specified dynamic obstacle
.
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).
Returns the velocity of the specified dynamic obstacle
.
Returns the outline vertices for the specified obstacle
.
If enabled
is true
, the provided obstacle
affects avoidance using agents.
Set the obstacles's avoidance_layers
bitmask.
Sets the height
for the obstacle
. In 3D agents will ignore obstacles that are above or below them while using 2D avoidance.
Assigns the obstacle
to a navigation map.
If paused
is true
the specified obstacle
will not be processed, e.g. affect avoidance velocities.
Updates the position
in world space for the obstacle
.
Sets the radius of the dynamic obstacle.
Sets if the obstacle
uses the 2D avoidance or the 3D avoidance while avoidance is enabled.
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.
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.
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.
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. After the process is finished the optional callback
will be called.
Deprecated: This method 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.
Bakes the navigation_mesh
with bake source geometry collected starting from the root_node
.
Creates a new region.
Returns the axis-aligned bounding box for the region
's transformed navigation mesh.
Returns the navigation mesh surface point closest to the provided to_point
on the navigation region
.
Returns the navigation mesh surface normal closest to the provided to_point
on the navigation region
.
Returns the navigation mesh surface point closest to the provided start
and end
segment on the navigation region
.
If use_collision
is true
, a closest point test is only done when the segment intersects with the navigation mesh surface.
Returns the ending point of a connection door. connection
is an index between 0 and the return value of region_get_connections_count().
Returns the starting point of a connection door. connection
is an index between 0 and the return value of region_get_connections_count().
Returns how many connections this region
has with other regions in the map.
Returns true
if the specified region
is enabled.
Returns the enter cost of this region
.
Returns the navigation map RID the requested region
is currently assigned to.
Returns the region's navigation layers.
Returns the ObjectID
of the object which manages this region.
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).
Returns the global transformation of this region
.
Returns the travel cost of this region
.
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.
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.
If enabled
is true
, the specified region
will contribute to its current navigation map.
Sets the enter_cost
for this region
.
Sets the map for the region.
Set the region's navigation layers. This allows selecting regions from a path request (when using map_get_path()).
Sets the navigation mesh for the region.
Set the ObjectID
of the object which manages this region.
Sets the global transformation for the region.
Sets the travel_cost
for this region
.
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.
Control activation of this server.
If true
enables debug mode on the NavigationServer.
Returns a simplified version of path
with less critical path points removed. The simplification amount is in worlds units and controlled by epsilon
. The simplification uses a variant of Ramer-Douglas-Peucker algorithm for curve point decimation.
Path simplification can be helpful to mitigate various path following issues that can arise with certain agent types and script behaviors. E.g. "steering" agents or avoidance in "open fields".
Creates a new source geometry parser. If a Callable is set for the parser with source_geometry_parser_set_callback() the callback will be called for every single node that gets parsed whenever parse_source_geometry_data() is used.
Sets the callback
Callable for the specific source geometry parser
. The Callable will receive a call with the following parameters:
navigation_mesh
- The NavigationMesh reference used to define the parse settings. Do NOT edit or add directly to the navigation mesh.
source_geometry_data
- The NavigationMeshSourceGeometryData3D reference. Add custom source geometry for navigation mesh baking to this object.
node
- The Node that is parsed.