Class reference
NavigationServer3D
Inherits Object
A server interface for low-level 3D navigation access.
Description
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. Note: Most NavigationServer3D changes take effect after the next physics frame and not immediately. This includes all changes made to maps, regions or agents by navigation-related nodes in the scene tree or made through scripts. 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 NavigationServer3D.region_set_navigation_layers(), which then can be checked upon when requesting a path with NavigationServer3D.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. Note: The collision avoidance system ignores regions. Using the modified velocity directly may move an agent outside of the traversable area. This is a limitation of the collision avoidance system, any more complex situation may require the use of the physics engine. 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.
Methods
RID agent_create()
RID agent_create()Creates the agent.
bool agent_get_avoidance_enabled(RID agent) const
bool agent_get_avoidance_enabled(RID agent) constReturns true if the provided agent has avoidance enabled.
int agent_get_avoidance_layers(RID agent) const
int agent_get_avoidance_layers(RID agent) constReturns the avoidance_layers bitmask of the specified agent.
int agent_get_avoidance_mask(RID agent) const
int agent_get_avoidance_mask(RID agent) constReturns the avoidance_mask bitmask of the specified agent.
float agent_get_avoidance_priority(RID agent) const
float agent_get_avoidance_priority(RID agent) constReturns the avoidance_priority of the specified agent.
float agent_get_height(RID agent) const
float agent_get_height(RID agent) constReturns the height of the specified agent.
RID agent_get_map(RID agent) const
RID agent_get_map(RID agent) constReturns the navigation map RID the requested agent is currently assigned to.
int agent_get_max_neighbors(RID agent) const
int agent_get_max_neighbors(RID agent) constReturns the maximum number of other agents the specified agent takes into account in the navigation.
float agent_get_max_speed(RID agent) const
float agent_get_max_speed(RID agent) constReturns the maximum speed of the specified agent.
float agent_get_neighbor_distance(RID agent) const
float agent_get_neighbor_distance(RID agent) constReturns the maximum distance to other agents the specified agent takes into account in the navigation.
bool agent_get_paused(RID agent) const
bool agent_get_paused(RID agent) constReturns true if the specified agent is paused.
Vector3 agent_get_position(RID agent) const
Vector3 agent_get_position(RID agent) constReturns the position of the specified agent in world space.
float agent_get_radius(RID agent) const
float agent_get_radius(RID agent) constReturns the radius of the specified agent.
float agent_get_time_horizon_agents(RID agent) const
float agent_get_time_horizon_agents(RID agent) constReturns 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) const
float agent_get_time_horizon_obstacles(RID agent) constReturns 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) const
bool agent_get_use_3d_avoidance(RID agent) constReturns 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) const
Vector3 agent_get_velocity(RID agent) constReturns the velocity of the specified agent.
bool agent_has_avoidance_callback(RID agent) const
bool agent_has_avoidance_callback(RID agent) constReturn true if the specified agent has an avoidance callback.
bool agent_is_map_changed(RID agent) const
bool agent_is_map_changed(RID agent) constReturns true if the map got changed the previous frame.
void agent_set_avoidance_callback(RID agent, Callable callback)
RID agent, Callable callback)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, bool enabled)
RID agent, bool enabled)If enabled is true, the provided agent calculates avoidance.
void agent_set_avoidance_layers(RID agent, int layers)
RID agent, int layers)Set the agent's avoidance_layers bitmask.
void agent_set_avoidance_mask(RID agent, int mask)
RID agent, int mask)Set the agent's avoidance_mask bitmask.
void agent_set_avoidance_priority(RID agent, float priority)
RID agent, float priority)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, float height)
RID agent, float height)Updates the provided agent height.
void agent_set_map(RID agent, RID map)
RID agent, RID map)Puts the agent in the map.
void agent_set_max_neighbors(RID agent, int count)
RID agent, int count)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, float max_speed)
RID agent, float max_speed)Sets the maximum speed of the agent. Must be positive.
void agent_set_neighbor_distance(RID agent, float distance)
RID agent, float distance)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, bool paused)
RID agent, bool paused)If paused is true the specified agent will not be processed. For example, it will not calculate avoidance velocities or receive avoidance callbacks.
void agent_set_position(RID agent, Vector3 position)
RID agent, Vector3 position)Sets the position of the agent in world space.
void agent_set_radius(RID agent, float radius)
RID agent, float radius)Sets the radius of the agent.
void agent_set_time_horizon_agents(RID agent, float time_horizon)
RID agent, float time_horizon)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, float time_horizon)
RID agent, float time_horizon)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, bool enabled)
RID agent, bool enabled)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, Vector3 velocity)
RID agent, Vector3 velocity)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, Vector3 velocity)
RID agent, Vector3 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.
void bake_from_source_geometry_data(NavigationMesh navigation_mesh, NavigationMeshSourceGeometryData3D source_geometry_data, Callable callback = Callable())
NavigationMesh navigation_mesh, NavigationMeshSourceGeometryData3D source_geometry_data, Callable callback = Callable())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, NavigationMeshSourceGeometryData3D source_geometry_data, Callable callback = Callable())
NavigationMesh navigation_mesh, NavigationMeshSourceGeometryData3D source_geometry_data, Callable callback = Callable())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)Destroys the given RID.
bool get_debug_enabled() const
bool get_debug_enabled() constReturns true when the NavigationServer has debug enabled.
RID[] get_maps() const
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(int process_info) const
int get_process_info(int process_info) constReturns information about the current state of the NavigationServer.
bool is_baking_navigation_mesh(NavigationMesh navigation_mesh) const
bool is_baking_navigation_mesh(NavigationMesh navigation_mesh) constReturns true when the provided navigation mesh is being baked on a background thread.
RID link_create()
RID link_create()Create a new link between two positions on a map.
bool link_get_enabled(RID link) const
bool link_get_enabled(RID link) constReturns true if the specified link is enabled.
Vector3 link_get_end_position(RID link) const
Vector3 link_get_end_position(RID link) constReturns the ending position of this link.
float link_get_enter_cost(RID link) const
float link_get_enter_cost(RID link) constReturns the enter cost of this link.
int link_get_iteration_id(RID link) const
int link_get_iteration_id(RID link) constReturns the current iteration ID of the navigation link. Every time the navigation link changes and synchronizes, the iteration ID increases. An iteration ID of 0 means the navigation link has never synchronized. Note: The iteration ID will wrap around to 1 after reaching its range limit.
RID link_get_map(RID link) const
RID link_get_map(RID link) constReturns the navigation map RID the requested link is currently assigned to.
int link_get_navigation_layers(RID link) const
int link_get_navigation_layers(RID link) constReturns the navigation layers for this link.
int link_get_owner_id(RID link) const
int link_get_owner_id(RID link) constReturns the ObjectID of the object which manages this link.
Vector3 link_get_start_position(RID link) const
Vector3 link_get_start_position(RID link) constReturns the starting position of this link.
float link_get_travel_cost(RID link) const
float link_get_travel_cost(RID link) constReturns the travel cost of this link.
bool link_is_bidirectional(RID link) const
bool link_is_bidirectional(RID link) constReturns whether this link can be travelled in both directions.
void link_set_bidirectional(RID link, bool bidirectional)
RID link, bool bidirectional)Sets whether this link can be travelled in both directions.
void link_set_enabled(RID link, bool enabled)
RID link, bool enabled)If enabled is true, the specified link will contribute to its current navigation map.
void link_set_end_position(RID link, Vector3 position)
RID link, Vector3 position)Sets the exit position for the link.
void link_set_enter_cost(RID link, float enter_cost)
RID link, float enter_cost)Sets the enter_cost for this link.
void link_set_map(RID link, RID map)
RID link, RID map)Sets the navigation map RID for the link.
void link_set_navigation_layers(RID link, int navigation_layers)
RID link, int navigation_layers)Set the links's navigation layers. This allows selecting links from a path request (when using NavigationServer3D.map_get_path()).
void link_set_owner_id(RID link, int owner_id)
RID link, int owner_id)Set the ObjectID of the object which manages this link.
void link_set_start_position(RID link, Vector3 position)
RID link, Vector3 position)Sets the entry position for this link.
void link_set_travel_cost(RID link, float travel_cost)
RID link, float travel_cost)Sets the travel_cost for this link.
RID map_create()
RID map_create()Create a new map.
void map_force_update(RID map)
RID map)This method is no longer supported, as it is incompatible with asynchronous updates. It can only be used in a single-threaded context, at your own risk.
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) const
RID map) constReturns all navigation agents RIDs that are currently assigned to the requested navigation map.
float map_get_cell_height(RID map) const
float map_get_cell_height(RID map) constReturns the map cell height used to rasterize the navigation mesh vertices on the Y axis.
float map_get_cell_size(RID map) const
float map_get_cell_size(RID map) constReturns the map cell size used to rasterize the navigation mesh vertices on the XZ plane.
Vector3 map_get_closest_point(RID map, Vector3 to_point) const
Vector3 map_get_closest_point(RID map, Vector3 to_point) constReturns the navigation mesh surface point closest to the provided to_point on the navigation map.
Vector3 map_get_closest_point_normal(RID map, Vector3 to_point) const
Vector3 map_get_closest_point_normal(RID map, Vector3 to_point) constReturns the navigation mesh surface normal closest to the provided to_point on the navigation map.
RID map_get_closest_point_owner(RID map, Vector3 to_point) const
RID map_get_closest_point_owner(RID map, Vector3 to_point) constReturns the owner region RID for the navigation mesh surface point closest to the provided to_point on the navigation map.
Vector3 map_get_closest_point_to_segment(RID map, Vector3 start, Vector3 end, bool use_collision = false) const
Vector3 map_get_closest_point_to_segment(RID map, Vector3 start, Vector3 end, bool use_collision = false) constReturns 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.
float map_get_edge_connection_margin(RID map) const
float map_get_edge_connection_margin(RID map) constReturns the edge connection margin of the map. This distance is the minimum vertex distance needed to connect two edges from different regions.
int map_get_iteration_id(RID map) const
int map_get_iteration_id(RID map) constReturns 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.
float map_get_link_connection_radius(RID map) const
float map_get_link_connection_radius(RID map) constReturns 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) const
RID map) constReturns all navigation link RIDs that are currently assigned to the requested navigation map.
float map_get_merge_rasterizer_cell_scale(RID map) const
float map_get_merge_rasterizer_cell_scale(RID map) constReturns map's internal merge rasterizer cell scale.
RID[] map_get_obstacles(RID map) const
RID map) constReturns all navigation obstacle RIDs that are currently assigned to the requested navigation map.
PackedVector3Array map_get_path(RID map, Vector3 origin, Vector3 destination, bool optimize, int navigation_layers = 1)
PackedVector3Array map_get_path(RID map, Vector3 origin, Vector3 destination, bool optimize, int navigation_layers = 1)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, int navigation_layers, bool uniformly) const
Vector3 map_get_random_point(RID map, int navigation_layers, bool uniformly) constReturns 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) const
RID map) constReturns all navigation regions RIDs that are currently assigned to the requested navigation map.
Vector3 map_get_up(RID map) const
Vector3 map_get_up(RID map) constReturns the map's up direction.
bool map_get_use_async_iterations(RID map) const
bool map_get_use_async_iterations(RID map) constReturns true if the map synchronization uses an async process that runs on a background thread.
bool map_get_use_edge_connections(RID map) const
bool map_get_use_edge_connections(RID map) constReturns 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) const
bool map_is_active(RID map) constReturns true if the map is active.
void map_set_active(RID map, bool active)
RID map, bool active)Sets the map active.
void map_set_cell_height(RID map, float cell_height)
RID map, float cell_height)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, float cell_size)
RID map, float cell_size)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, float margin)
RID map, float margin)Set the map edge connection margin used to weld the compatible region edges.
void map_set_link_connection_radius(RID map, float radius)
RID map, float radius)Set the map's link connection radius used to connect links to navigation polygons.
void map_set_merge_rasterizer_cell_scale(RID map, float scale)
RID map, float scale)Set the map's internal merge rasterizer cell scale used to control merging sensitivity.
void map_set_up(RID map, Vector3 up)
RID map, Vector3 up)Sets the map up direction.
void map_set_use_async_iterations(RID map, bool enabled)
RID map, bool enabled)If enabled is true the map synchronization uses an async process that runs on a background thread.
void map_set_use_edge_connections(RID map, bool enabled)
RID map, bool enabled)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 obstacle_create()Creates a new obstacle.
bool obstacle_get_avoidance_enabled(RID obstacle) const
bool obstacle_get_avoidance_enabled(RID obstacle) constReturns true if the provided obstacle has avoidance enabled.
int obstacle_get_avoidance_layers(RID obstacle) const
int obstacle_get_avoidance_layers(RID obstacle) constReturns the avoidance_layers bitmask of the specified obstacle.
float obstacle_get_height(RID obstacle) const
float obstacle_get_height(RID obstacle) constReturns the height of the specified obstacle.
RID obstacle_get_map(RID obstacle) const
RID obstacle_get_map(RID obstacle) constReturns the navigation map RID the requested obstacle is currently assigned to.
bool obstacle_get_paused(RID obstacle) const
bool obstacle_get_paused(RID obstacle) constReturns true if the specified obstacle is paused.
Vector3 obstacle_get_position(RID obstacle) const
Vector3 obstacle_get_position(RID obstacle) constReturns the position of the specified obstacle in world space.
float obstacle_get_radius(RID obstacle) const
float obstacle_get_radius(RID obstacle) constReturns the radius of the specified dynamic obstacle.
bool obstacle_get_use_3d_avoidance(RID obstacle) const
bool obstacle_get_use_3d_avoidance(RID obstacle) constReturns 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) const
Vector3 obstacle_get_velocity(RID obstacle) constReturns the velocity of the specified dynamic obstacle.
PackedVector3Array obstacle_get_vertices(RID obstacle) const
PackedVector3Array obstacle_get_vertices(RID obstacle) constReturns the outline vertices for the specified obstacle.
void obstacle_set_avoidance_enabled(RID obstacle, bool enabled)
RID obstacle, bool enabled)If enabled is true, the provided obstacle affects avoidance using agents.
void obstacle_set_avoidance_layers(RID obstacle, int layers)
RID obstacle, int layers)Set the obstacles's avoidance_layers bitmask.
void obstacle_set_height(RID obstacle, float height)
RID obstacle, float height)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, RID map)
RID obstacle, RID map)Assigns the obstacle to a navigation map.
void obstacle_set_paused(RID obstacle, bool paused)
RID obstacle, bool paused)If paused is true the specified obstacle will not be processed. For example, it will no longer affect avoidance velocities.
void obstacle_set_position(RID obstacle, Vector3 position)
RID obstacle, Vector3 position)Updates the position in world space for the obstacle.
void obstacle_set_radius(RID obstacle, float radius)
RID obstacle, float radius)Sets the radius of the dynamic obstacle.
void obstacle_set_use_3d_avoidance(RID obstacle, bool enabled)
RID obstacle, bool enabled)Sets if the obstacle uses the 2D avoidance or the 3D avoidance while avoidance is enabled.
void obstacle_set_velocity(RID obstacle, Vector3 velocity)
RID obstacle, Vector3 velocity)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, PackedVector3Array vertices)
RID obstacle, PackedVector3Array vertices)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, NavigationMeshSourceGeometryData3D source_geometry_data, Node root_node, Callable callback = Callable())
NavigationMesh navigation_mesh, NavigationMeshSourceGeometryData3D source_geometry_data, Node root_node, Callable callback = Callable())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, NavigationPathQueryResult3D result, Callable callback = Callable())
NavigationPathQueryParameters3D parameters, NavigationPathQueryResult3D result, Callable callback = Callable())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.
void region_bake_navigation_mesh(NavigationMesh navigation_mesh, Node root_node)
NavigationMesh navigation_mesh, Node root_node)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.
RID region_create()
RID region_create()Creates a new region.
AABB region_get_bounds(RID region) const
AABB region_get_bounds(RID region) constReturns the axis-aligned bounding box for the region's transformed navigation mesh.
Vector3 region_get_closest_point(RID region, Vector3 to_point) const
Vector3 region_get_closest_point(RID region, Vector3 to_point) constReturns the navigation mesh surface point closest to the provided to_point on the navigation region.
Vector3 region_get_closest_point_normal(RID region, Vector3 to_point) const
Vector3 region_get_closest_point_normal(RID region, Vector3 to_point) constReturns the navigation mesh surface normal closest to the provided to_point on the navigation region.
Vector3 region_get_closest_point_to_segment(RID region, Vector3 start, Vector3 end, bool use_collision = false) const
Vector3 region_get_closest_point_to_segment(RID region, Vector3 start, Vector3 end, bool use_collision = false) constReturns 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.
Vector3 region_get_connection_pathway_end(RID region, int connection) const
Vector3 region_get_connection_pathway_end(RID region, int connection) constReturns 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, int connection) const
Vector3 region_get_connection_pathway_start(RID region, int connection) constReturns 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) const
int region_get_connections_count(RID region) constReturns how many connections this region has with other regions in the map.
bool region_get_enabled(RID region) const
bool region_get_enabled(RID region) constReturns true if the specified region is enabled.
float region_get_enter_cost(RID region) const
float region_get_enter_cost(RID region) constReturns the enter cost of this region.
int region_get_iteration_id(RID region) const
int region_get_iteration_id(RID region) constReturns the current iteration ID of the navigation region. Every time the navigation region changes and synchronizes, the iteration ID increases. An iteration ID of 0 means the navigation region has never synchronized. Note: The iteration ID will wrap around to 1 after reaching its range limit.
RID region_get_map(RID region) const
RID region_get_map(RID region) constReturns the navigation map RID the requested region is currently assigned to.
int region_get_navigation_layers(RID region) const
int region_get_navigation_layers(RID region) constReturns the region's navigation layers.
int region_get_owner_id(RID region) const
int region_get_owner_id(RID region) constReturns the ObjectID of the object which manages this region.
Vector3 region_get_random_point(RID region, int navigation_layers, bool uniformly) const
Vector3 region_get_random_point(RID region, int navigation_layers, bool uniformly) constReturns 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) const
Transform3D region_get_transform(RID region) constReturns the global transformation of this region.
float region_get_travel_cost(RID region) const
float region_get_travel_cost(RID region) constReturns the travel cost of this region.
bool region_get_use_async_iterations(RID region) const
bool region_get_use_async_iterations(RID region) constReturns true if the region uses an async synchronization process that runs on a background thread.
bool region_get_use_edge_connections(RID region) const
bool region_get_use_edge_connections(RID region) constReturns 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, Vector3 point) const
bool region_owns_point(RID region, Vector3 point) constReturns 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, bool enabled)
RID region, bool enabled)If enabled is true, the specified region will contribute to its current navigation map.
void region_set_enter_cost(RID region, float enter_cost)
RID region, float enter_cost)Sets the enter_cost for this region.
void region_set_map(RID region, RID map)
RID region, RID map)Sets the map for the region.
void region_set_navigation_layers(RID region, int navigation_layers)
RID region, int navigation_layers)Set the region's navigation layers. This allows selecting regions from a path request (when using NavigationServer3D.map_get_path()).
void region_set_navigation_mesh(RID region, NavigationMesh navigation_mesh)
RID region, NavigationMesh navigation_mesh)Sets the navigation mesh for the region.
void region_set_owner_id(RID region, int owner_id)
RID region, int owner_id)Set the ObjectID of the object which manages this region.
void region_set_transform(RID region, Transform3D transform)
RID region, Transform3D transform)Sets the global transformation for the region.
void region_set_travel_cost(RID region, float travel_cost)
RID region, float travel_cost)Sets the travel_cost for this region.
void region_set_use_async_iterations(RID region, bool enabled)
RID region, bool enabled)If enabled is true the region uses an async synchronization process that runs on a background thread.
void region_set_use_edge_connections(RID region, bool enabled)
RID region, bool enabled)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)
bool active)Control activation of this server.
void set_debug_enabled(bool enabled)
bool enabled)If true enables debug mode on the NavigationServer.
PackedVector3Array simplify_path(PackedVector3Array path, float epsilon)
PackedVector3Array simplify_path(PackedVector3Array path, float epsilon)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".
RID source_geometry_parser_create()
RID source_geometry_parser_create()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.
void source_geometry_parser_set_callback(RID parser, Callable callback)
RID parser, Callable callback)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.
Signals
avoidance_debug_changed()
Emitted when avoidance debug settings are changed. Only available in debug builds.
map_changed(RID map)
RID map)Emitted when a navigation map is updated, when a region moves or is modified.
navigation_debug_changed()
Emitted when navigation debug settings are changed. Only available in debug builds.
Constants
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.
INFO_LINK_COUNT = 3
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.
INFO_OBSTACLE_COUNT = 9
Constant to get the number of active navigation obstacles.