Inheritance #
- AudioServer
- CameraServer
- ClassDB
- DisplayServer
- EditorFileSystemDirectory
- EditorInterface
- EditorPaths
- EditorSelection
- EditorUndoRedoManager
- EditorVCSInterface
- Engine
- EngineDebugger
- FramebufferCacheRD
- GDExtensionManager
- Geometry2D
- Geometry3D
- IP
- Input
- InputMap
- JNISingleton
- JSONRPC
- JavaClassWrapper
- JavaScriptBridge
- MainLoop (1)
- Marshalls
- MovieWriter
- NativeMenu
- NavigationMeshGenerator
- NavigationServer2D
- NavigationServer3D
- Node (21)
- OS
- OpenXRExtensionWrapperExtension
- OpenXRInteractionProfileMetadata
- Performance
- PhysicsDirectBodyState2D (1)
- PhysicsDirectBodyState3D (1)
- PhysicsDirectSpaceState2D (1)
- PhysicsDirectSpaceState3D (1)
- PhysicsServer2D (1)
- PhysicsServer2DManager
- PhysicsServer3D (1)
- PhysicsServer3DManager
- PhysicsServer3DRendering
ServerHandler
- ProjectSettings
- RefCounted (121)
- RenderData (2)
- RenderSceneData (2)
- RenderingDevice
- RenderingServer
- ResourceLoader
- ResourceSaver
- ResourceUID
- ScriptLanguage (1)
- ShaderIncludeDB
- TextServerManager
- ThemeDB
- TileData
- Time
- TranslationServer
- TreeItem
- UndoRedo
- UniformSetCacheRD
- WorkerThreadPool
- XRServer
- XRVRS
Table of contents
-
func agent_create() -> RID -
const func agent_get_avoidance_enabled(agent: RID) -> bool -
const func agent_get_avoidance_layers(agent: RID) -> int -
const func agent_get_avoidance_mask(agent: RID) -> int -
const func agent_get_avoidance_priority(agent: RID) -> float -
const func agent_get_height(agent: RID) -> float -
const func agent_get_map(agent: RID) -> RID -
const func agent_get_max_neighbors(agent: RID) -> int -
const func agent_get_max_speed(agent: RID) -> float -
const func agent_get_neighbor_distance(agent: RID) -> float -
const func agent_get_paused(agent: RID) -> bool -
const func agent_get_position(agent: RID) -> Vector3 -
const func agent_get_radius(agent: RID) -> float -
const func agent_get_time_horizon_agents(agent: RID) -> float -
const func agent_get_time_horizon_obstacles(agent: RID) -> float -
const func agent_get_use_3d_avoidance(agent: RID) -> bool -
const func agent_get_velocity(agent: RID) -> Vector3 -
const func agent_has_avoidance_callback(agent: RID) -> bool -
const func agent_is_map_changed(agent: RID) -> bool -
func agent_set_avoidance_callback(callback: Callable) -> void -
func agent_set_avoidance_enabled(enabled: bool) -> void -
func agent_set_avoidance_layers(layers: int) -> void -
func agent_set_avoidance_mask(mask: int) -> void -
func agent_set_avoidance_priority(priority: float) -> void -
func agent_set_height(height: float) -> void -
func agent_set_map(map: RID) -> void -
func agent_set_max_neighbors(count: int) -> void -
func agent_set_max_speed(max_speed: float) -> void -
func agent_set_neighbor_distance(distance: float) -> void -
func agent_set_paused(paused: bool) -> void -
func agent_set_position(position: Vector3) -> void -
func agent_set_radius(radius: float) -> void -
func agent_set_time_horizon_agents(time_horizon: float) -> void -
func agent_set_time_horizon_obstacles(time_horizon: float) -> void -
func agent_set_use_3d_avoidance(enabled: bool) -> void -
func agent_set_velocity(velocity: Vector3) -> void -
func agent_set_velocity_forced(velocity: Vector3) -> void -
func bake_from_source_geometry_data(callback: Callable = Callable()) -> void -
func bake_from_source_geometry_data_async(callback: Callable = Callable()) -> void -
func free_rid(rid: RID) -> void -
const func get_debug_enabled() -> bool -
const func get_maps() -> RID[] -
const func get_process_info(process_info: int enumNavigationServer3D.ProcessInfo) -> int -
const func is_baking_navigation_mesh(navigation_mesh: NavigationMesh) -> bool -
func link_create() -> RID -
const func link_get_enabled(link: RID) -> bool -
const func link_get_end_position(link: RID) -> Vector3 -
const func link_get_enter_cost(link: RID) -> float -
const func link_get_map(link: RID) -> RID -
const func link_get_navigation_layers(link: RID) -> int -
const func link_get_owner_id(link: RID) -> int -
const func link_get_start_position(link: RID) -> Vector3 -
const func link_get_travel_cost(link: RID) -> float -
const func link_is_bidirectional(link: RID) -> bool -
func link_set_bidirectional(bidirectional: bool) -> void -
func link_set_enabled(enabled: bool) -> void -
func link_set_end_position(position: Vector3) -> void -
func link_set_enter_cost(enter_cost: float) -> void -
func link_set_map(map: RID) -> void -
func link_set_navigation_layers(navigation_layers: int) -> void -
func link_set_owner_id(owner_id: int) -> void -
func link_set_start_position(position: Vector3) -> void -
func link_set_travel_cost(travel_cost: float) -> void -
func map_create() -> RID -
func map_force_update(map: RID) -> void -
const func map_get_agents(map: RID) -> RID[] -
const func map_get_cell_height(map: RID) -> float -
const func map_get_cell_size(map: RID) -> float -
const func map_get_closest_point(to_point: Vector3) -> Vector3 -
const func map_get_closest_point_normal(to_point: Vector3) -> Vector3 -
const func map_get_closest_point_owner(to_point: Vector3) -> RID -
const func map_get_closest_point_to_segment(use_collision: bool = false) -> Vector3 -
const func map_get_edge_connection_margin(map: RID) -> float -
const func map_get_iteration_id(map: RID) -> int -
const func map_get_link_connection_radius(map: RID) -> float -
const func map_get_links(map: RID) -> RID[] -
const func map_get_merge_rasterizer_cell_scale(map: RID) -> float -
const func map_get_obstacles(map: RID) -> RID[] -
func map_get_path(navigation_layers: int = 1) -> PackedVector3Array -
const func map_get_random_point(uniformly: bool) -> Vector3 -
const func map_get_regions(map: RID) -> RID[] -
const func map_get_up(map: RID) -> Vector3 -
const func map_get_use_async_iterations(map: RID) -> bool -
const func map_get_use_edge_connections(map: RID) -> bool -
const func map_is_active(map: RID) -> bool -
func map_set_active(active: bool) -> void -
func map_set_cell_height(cell_height: float) -> void -
func map_set_cell_size(cell_size: float) -> void -
func map_set_edge_connection_margin(margin: float) -> void -
func map_set_link_connection_radius(radius: float) -> void -
func map_set_merge_rasterizer_cell_scale(scale: float) -> void -
func map_set_up(up: Vector3) -> void -
func map_set_use_async_iterations(enabled: bool) -> void -
func map_set_use_edge_connections(enabled: bool) -> void -
func obstacle_create() -> RID -
const func obstacle_get_avoidance_enabled(obstacle: RID) -> bool -
const func obstacle_get_avoidance_layers(obstacle: RID) -> int -
const func obstacle_get_height(obstacle: RID) -> float -
const func obstacle_get_map(obstacle: RID) -> RID -
const func obstacle_get_paused(obstacle: RID) -> bool -
const func obstacle_get_position(obstacle: RID) -> Vector3 -
const func obstacle_get_radius(obstacle: RID) -> float -
const func obstacle_get_use_3d_avoidance(obstacle: RID) -> bool -
const func obstacle_get_velocity(obstacle: RID) -> Vector3 -
const func obstacle_get_vertices(obstacle: RID) -> PackedVector3Array -
func obstacle_set_avoidance_enabled(enabled: bool) -> void -
func obstacle_set_avoidance_layers(layers: int) -> void -
func obstacle_set_height(height: float) -> void -
func obstacle_set_map(map: RID) -> void -
func obstacle_set_paused(paused: bool) -> void -
func obstacle_set_position(position: Vector3) -> void -
func obstacle_set_radius(radius: float) -> void -
func obstacle_set_use_3d_avoidance(enabled: bool) -> void -
func obstacle_set_velocity(velocity: Vector3) -> void -
func obstacle_set_vertices(vertices: PackedVector3Array) -> void -
func parse_source_geometry_data(callback: Callable = Callable()) -> void -
func query_path(callback: Callable = Callable()) -> void -
func region_bake_navigation_mesh(root_node: Node) -> void -
func region_create() -> RID -
const func region_get_bounds(region: RID) -> AABB -
const func region_get_closest_point(to_point: Vector3) -> Vector3 -
const func region_get_closest_point_normal(to_point: Vector3) -> Vector3 -
const func region_get_closest_point_to_segment(use_collision: bool = false) -> Vector3 -
const func region_get_connection_pathway_end(connection: int) -> Vector3 -
const func region_get_connection_pathway_start(connection: int) -> Vector3 -
const func region_get_connections_count(region: RID) -> int -
const func region_get_enabled(region: RID) -> bool -
const func region_get_enter_cost(region: RID) -> float -
const func region_get_map(region: RID) -> RID -
const func region_get_navigation_layers(region: RID) -> int -
const func region_get_owner_id(region: RID) -> int -
const func region_get_random_point(uniformly: bool) -> Vector3 -
const func region_get_transform(region: RID) -> Transform3D -
const func region_get_travel_cost(region: RID) -> float -
const func region_get_use_edge_connections(region: RID) -> bool -
const func region_owns_point(point: Vector3) -> bool -
func region_set_enabled(enabled: bool) -> void -
func region_set_enter_cost(enter_cost: float) -> void -
func region_set_map(map: RID) -> void -
func region_set_navigation_layers(navigation_layers: int) -> void -
func region_set_navigation_mesh(navigation_mesh: NavigationMesh) -> void -
func region_set_owner_id(owner_id: int) -> void -
func region_set_transform(transform: Transform3D) -> void -
func region_set_travel_cost(travel_cost: float) -> void -
func region_set_use_edge_connections(enabled: bool) -> void -
func set_active(active: bool) -> void -
func set_debug_enabled(enabled: bool) -> void -
func simplify_path(epsilon: float) -> PackedVector3Array -
func source_geometry_parser_create() -> RID -
func source_geometry_parser_set_callback(callback: Callable) -> void -
const INFO_ACTIVE_MAPS = 0 enum ProcessInfo -
const INFO_REGION_COUNT = 1 enum ProcessInfo -
const INFO_AGENT_COUNT = 2 enum ProcessInfo -
const INFO_LINK_COUNT = 3 enum ProcessInfo -
const INFO_POLYGON_COUNT = 4 enum ProcessInfo -
const INFO_EDGE_COUNT = 5 enum ProcessInfo -
const INFO_EDGE_MERGE_COUNT = 6 enum ProcessInfo -
const INFO_EDGE_CONNECTION_COUNT = 7 enum ProcessInfo -
const INFO_EDGE_FREE_COUNT = 8 enum ProcessInfo -
const INFO_OBSTACLE_COUNT = 9 enum ProcessInfo -
enum ProcessInfo -
signal avoidance_debug_changed() -
signal map_changed(map: RID) -
signal navigation_debug_changed()
NavigationServer3D #
core, not_builtin_classes, singleton
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 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.
Members #
Methods #
func agent_create() -> RID#
Creates the agent.
const func agent_get_avoidance_enabled(agent: RID) -> bool#
Returns true if the provided agent has avoidance enabled.
const func agent_get_avoidance_layers(agent: RID) -> int#
Returns the avoidance_layers bitmask of the specified agent.
const func agent_get_avoidance_mask(agent: RID) -> int#
Returns the avoidance_mask bitmask of the specified agent.
const func agent_get_avoidance_priority(agent: RID) -> float#
Returns the avoidance_priority of the specified agent.
const func agent_get_height(agent: RID) -> float#
Returns the height of the specified agent.
const func agent_get_map(agent: RID) -> RID#
Returns the navigation map RID the requested agent is currently assigned to.
const func agent_get_max_neighbors(agent: RID) -> int#
Returns the maximum number of other agents the specified agent takes into account in the navigation.
const func agent_get_max_speed(agent: RID) -> float#
Returns the maximum speed of the specified agent.
const func agent_get_neighbor_distance(agent: RID) -> float#
Returns the maximum distance to other agents the specified agent takes into account in the navigation.
const func agent_get_paused(agent: RID) -> bool#
Returns true if the specified agent is paused.
const func agent_get_position(agent: RID) -> Vector3#
Returns the position of the specified agent in world space.
const func agent_get_radius(agent: RID) -> float#
Returns the radius of the specified agent.
const func agent_get_time_horizon_agents(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.
const func agent_get_time_horizon_obstacles(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.
const func agent_get_use_3d_avoidance(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).
const func agent_get_velocity(agent: RID) -> Vector3#
Returns the velocity of the specified agent.
const func agent_has_avoidance_callback(agent: RID) -> bool#
Return true if the specified agent has an avoidance callback.
const func agent_is_map_changed(agent: RID) -> bool#
Returns true if the map got changed the previous frame.
func agent_set_avoidance_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.
func agent_set_avoidance_enabled(enabled: bool) -> void#
If enabled is true, the provided agent calculates avoidance.
func agent_set_avoidance_layers(layers: int) -> void#
Set the agent's avoidance_layers bitmask.
func agent_set_avoidance_mask(mask: int) -> void#
Set the agent's avoidance_mask bitmask.
func agent_set_avoidance_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.
func agent_set_height(height: float) -> void#
Updates the provided agent height.
func agent_set_map(map: RID) -> void#
Puts the agent in the map.
func agent_set_max_neighbors(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.
func agent_set_max_speed(max_speed: float) -> void#
Sets the maximum speed of the agent. Must be positive.
func agent_set_neighbor_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.
func agent_set_paused(paused: bool) -> void#
If paused is true the specified agent will not be processed, e.g. calculate avoidance velocities or receive avoidance callbacks.
func agent_set_position(position: Vector3) -> void#
Sets the position of the agent in world space.
func agent_set_radius(radius: float) -> void#
Sets the radius of the agent.
func agent_set_time_horizon_agents(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.
func agent_set_time_horizon_obstacles(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.
func agent_set_use_3d_avoidance(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.
func agent_set_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.
func agent_set_velocity_forced(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.
func bake_from_source_geometry_data(callback: 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.
func bake_from_source_geometry_data_async(callback: 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.
func free_rid(rid: RID) -> void#
Destroys the given RID.
const func get_debug_enabled() -> bool#
Returns true when the NavigationServer has debug enabled.
const func 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.
const func get_process_info(process_info: int enumNavigationServer3D.ProcessInfo) -> int#
Returns information about the current state of the NavigationServer. See ProcessInfo for a list of available states.
const func is_baking_navigation_mesh(navigation_mesh: NavigationMesh) -> bool#
Returns true when the provided navigation mesh is being baked on a background thread.
func link_create() -> RID#
Create a new link between two positions on a map.
const func link_get_enabled(link: RID) -> bool#
Returns true if the specified link is enabled.
const func link_get_end_position(link: RID) -> Vector3#
Returns the ending position of this link.
const func link_get_enter_cost(link: RID) -> float#
Returns the enter cost of this link.
const func link_get_map(link: RID) -> RID#
Returns the navigation map RID the requested link is currently assigned to.
const func link_get_navigation_layers(link: RID) -> int#
Returns the navigation layers for this link.
const func link_get_owner_id(link: RID) -> int#
Returns the ObjectID of the object which manages this link.
const func link_get_start_position(link: RID) -> Vector3#
Returns the starting position of this link.
const func link_get_travel_cost(link: RID) -> float#
Returns the travel cost of this link.
const func link_is_bidirectional(link: RID) -> bool#
Returns whether this link can be travelled in both directions.
func link_set_bidirectional(bidirectional: bool) -> void#
Sets whether this link can be travelled in both directions.
func link_set_enabled(enabled: bool) -> void#
If enabled is true, the specified link will contribute to its current navigation map.
func link_set_end_position(position: Vector3) -> void#
Sets the exit position for the link.
func link_set_enter_cost(enter_cost: float) -> void#
Sets the enter_cost for this link.
func link_set_navigation_layers(navigation_layers: int) -> void#
Set the links's navigation layers. This allows selecting links from a path request (when using NavigationServer3D.map_get_path).
func link_set_owner_id(owner_id: int) -> void#
Set the ObjectID of the object which manages this link.
func link_set_start_position(position: Vector3) -> void#
Sets the entry position for this link.
func link_set_travel_cost(travel_cost: float) -> void#
Sets the travel_cost for this link.
func map_create() -> RID#
Create a new map.
func map_force_update(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.
const func map_get_agents(map: RID) -> RID[]#
Returns all navigation agents RIDs that are currently assigned to the requested navigation map.
const func map_get_cell_height(map: RID) -> float#
Returns the map cell height used to rasterize the navigation mesh vertices on the Y axis.
const func map_get_cell_size(map: RID) -> float#
Returns the map cell size used to rasterize the navigation mesh vertices on the XZ plane.
const func map_get_closest_point(to_point: Vector3) -> Vector3#
Returns the navigation mesh surface point closest to the provided to_point on the navigation map.
const func map_get_closest_point_normal(to_point: Vector3) -> Vector3#
Returns the navigation mesh surface normal closest to the provided to_point on the navigation map.
const func map_get_closest_point_owner(to_point: Vector3) -> RID#
Returns the owner region RID for the navigation mesh surface point closest to the provided to_point on the navigation map.
const func map_get_closest_point_to_segment(use_collision: bool = false) -> Vector3#
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.
const func map_get_edge_connection_margin(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.
const func map_get_iteration_id(map: RID) -> int#
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.
const func map_get_link_connection_radius(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.
const func map_get_links(map: RID) -> RID[]#
Returns all navigation link RIDs that are currently assigned to the requested navigation map.
const func map_get_merge_rasterizer_cell_scale(map: RID) -> float#
Returns map's internal merge rasterizer cell scale.
const func map_get_obstacles(map: RID) -> RID[]#
Returns all navigation obstacle RIDs that are currently assigned to the requested navigation map.
func map_get_path(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.
const func map_get_random_point(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).
const func map_get_regions(map: RID) -> RID[]#
Returns all navigation regions RIDs that are currently assigned to the requested navigation map.
const func map_get_up(map: RID) -> Vector3#
Returns the map's up direction.
const func map_get_use_async_iterations(map: RID) -> bool#
Returns true if the map synchronization uses an async process that runs on a background thread.
const func map_get_use_edge_connections(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.
const func map_is_active(map: RID) -> bool#
Returns true if the map is active.
func map_set_active(active: bool) -> void#
Sets the map active.
func map_set_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.
func map_set_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.
func map_set_edge_connection_margin(margin: float) -> void#
Set the map edge connection margin used to weld the compatible region edges.
func map_set_link_connection_radius(radius: float) -> void#
Set the map's link connection radius used to connect links to navigation polygons.
func map_set_merge_rasterizer_cell_scale(scale: float) -> void#
Set the map's internal merge rasterizer cell scale used to control merging sensitivity.
func map_set_up(up: Vector3) -> void#
Sets the map up direction.
func map_set_use_async_iterations(enabled: bool) -> void#
If enabled is true the map synchronization uses an async process that runs on a background thread.
func map_set_use_edge_connections(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.
func obstacle_create() -> RID#
Creates a new obstacle.
const func obstacle_get_avoidance_enabled(obstacle: RID) -> bool#
Returns true if the provided obstacle has avoidance enabled.
const func obstacle_get_avoidance_layers(obstacle: RID) -> int#
Returns the avoidance_layers bitmask of the specified obstacle.
const func obstacle_get_height(obstacle: RID) -> float#
Returns the height of the specified obstacle.
const func obstacle_get_map(obstacle: RID) -> RID#
Returns the navigation map RID the requested obstacle is currently assigned to.
const func obstacle_get_paused(obstacle: RID) -> bool#
Returns true if the specified obstacle is paused.
const func obstacle_get_position(obstacle: RID) -> Vector3#
Returns the position of the specified obstacle in world space.
const func obstacle_get_radius(obstacle: RID) -> float#
Returns the radius of the specified dynamic obstacle.
const func obstacle_get_use_3d_avoidance(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).
const func obstacle_get_velocity(obstacle: RID) -> Vector3#
Returns the velocity of the specified dynamic obstacle.
const func obstacle_get_vertices(obstacle: RID) -> PackedVector3Array#
Returns the outline vertices for the specified obstacle.
func obstacle_set_avoidance_enabled(enabled: bool) -> void#
If enabled is true, the provided obstacle affects avoidance using agents.
func obstacle_set_avoidance_layers(layers: int) -> void#
Set the obstacles's avoidance_layers bitmask.
func obstacle_set_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.
func obstacle_set_map(map: RID) -> void#
Assigns the obstacle to a navigation map.
func obstacle_set_paused(paused: bool) -> void#
If paused is true the specified obstacle will not be processed, e.g. affect avoidance velocities.
func obstacle_set_position(position: Vector3) -> void#
Updates the position in world space for the obstacle.
func obstacle_set_radius(radius: float) -> void#
Sets the radius of the dynamic obstacle.
func obstacle_set_use_3d_avoidance(enabled: bool) -> void#
Sets if the obstacle uses the 2D avoidance or the 3D avoidance while avoidance is enabled.
func obstacle_set_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.
func obstacle_set_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.
func parse_source_geometry_data(callback: 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.
func query_path(callback: Callable = Callable()) -> 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. After the process is finished the optional callback will be called.
func region_bake_navigation_mesh(root_node: Node) -> void#
Bakes the navigation_mesh with bake source geometry collected starting from the root_node.
func region_create() -> RID#
Creates a new region.
const func region_get_bounds(region: RID) -> AABB#
Returns the axis-aligned bounding box for the region's transformed navigation mesh.
const func region_get_closest_point(to_point: Vector3) -> Vector3#
Returns the navigation mesh surface point closest to the provided to_point on the navigation region.
const func region_get_closest_point_normal(to_point: Vector3) -> Vector3#
Returns the navigation mesh surface normal closest to the provided to_point on the navigation region.
const func region_get_closest_point_to_segment(use_collision: bool = false) -> Vector3#
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.
const func region_get_connection_pathway_end(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.
const func region_get_connection_pathway_start(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.
const func region_get_connections_count(region: RID) -> int#
Returns how many connections this region has with other regions in the map.
const func region_get_enabled(region: RID) -> bool#
Returns true if the specified region is enabled.
const func region_get_enter_cost(region: RID) -> float#
Returns the enter cost of this region.
const func region_get_map(region: RID) -> RID#
Returns the navigation map RID the requested region is currently assigned to.
const func region_get_navigation_layers(region: RID) -> int#
Returns the region's navigation layers.
const func region_get_owner_id(region: RID) -> int#
Returns the ObjectID of the object which manages this region.
const func region_get_random_point(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).
const func region_get_transform(region: RID) -> Transform3D#
Returns the global transformation of this region.
const func region_get_travel_cost(region: RID) -> float#
Returns the travel cost of this region.
const func region_get_use_edge_connections(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.
const func region_owns_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.
func region_set_enabled(enabled: bool) -> void#
If enabled is true, the specified region will contribute to its current navigation map.
func region_set_enter_cost(enter_cost: float) -> void#
Sets the enter_cost for this region.
func region_set_map(map: RID) -> void#
Sets the map for the region.
func region_set_navigation_layers(navigation_layers: int) -> void#
Set the region's navigation layers. This allows selecting regions from a path request (when using NavigationServer3D.map_get_path).
func region_set_navigation_mesh(navigation_mesh: NavigationMesh) -> void#
Sets the navigation mesh for the region.
func region_set_owner_id(owner_id: int) -> void#
Set the ObjectID of the object which manages this region.
func region_set_transform(transform: Transform3D) -> void#
Sets the global transformation for the region.
func region_set_travel_cost(travel_cost: float) -> void#
Sets the travel_cost for this region.
func region_set_use_edge_connections(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.
func set_active(active: bool) -> void#
Control activation of this server.
func set_debug_enabled(enabled: bool) -> void#
If true enables debug mode on the NavigationServer.
func simplify_path(epsilon: float) -> PackedVector3Array#
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".
func source_geometry_parser_create() -> RID#
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.
func source_geometry_parser_set_callback(callback: Callable) -> void#
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.
Annotations #
Constants #
const INFO_ACTIVE_MAPS = 0 enum ProcessInfo#
Constant to get the number of active navigation maps.
const INFO_REGION_COUNT = 1 enum ProcessInfo#
Constant to get the number of active navigation regions.
const INFO_AGENT_COUNT = 2 enum ProcessInfo#
Constant to get the number of active navigation agents processing avoidance.
const INFO_LINK_COUNT = 3 enum ProcessInfo#
Constant to get the number of active navigation links.
const INFO_POLYGON_COUNT = 4 enum ProcessInfo#
Constant to get the number of navigation mesh polygons.
const INFO_EDGE_COUNT = 5 enum ProcessInfo#
Constant to get the number of navigation mesh polygon edges.
const INFO_EDGE_MERGE_COUNT = 6 enum ProcessInfo#
Constant to get the number of navigation mesh polygon edges that were merged due to edge key overlap.
const INFO_EDGE_CONNECTION_COUNT = 7 enum ProcessInfo#
Constant to get the number of navigation mesh polygon edges that are considered connected by edge proximity.
const INFO_EDGE_FREE_COUNT = 8 enum ProcessInfo#
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.
const INFO_OBSTACLE_COUNT = 9 enum ProcessInfo#
Constant to get the number of active navigation obstacles.
Constructors #
Enums #
ProcessInfo#
enum ProcessInfo {
INFO_ACTIVE_MAPS = 0,
INFO_REGION_COUNT = 1,
INFO_AGENT_COUNT = 2,
INFO_LINK_COUNT = 3,
INFO_POLYGON_COUNT = 4,
INFO_EDGE_COUNT = 5,
INFO_EDGE_MERGE_COUNT = 6,
INFO_EDGE_CONNECTION_COUNT = 7,
INFO_EDGE_FREE_COUNT = 8,
INFO_OBSTACLE_COUNT = 9,
} Operators #
Signals #
signal avoidance_debug_changed()#
Emitted when avoidance debug settings are changed. Only available in debug builds.
signal map_changed(map: RID)#
Emitted when a navigation map is updated, when a region moves or is modified.
signal navigation_debug_changed()#
Emitted when navigation debug settings are changed. Only available in debug builds.