Class NavigationMesh
- Namespace
- Godot
- Assembly
- GodotSharp.dll
A navigation mesh is a collection of polygons that define which areas of an environment are traversable to aid agents in pathfinding through complicated spaces.
public class NavigationMesh : Resource, IDisposable
- Inheritance
-
NavigationMesh
- Implements
- Inherited Members
Constructors
NavigationMesh()
public NavigationMesh()
Properties
AgentHeight
The minimum floor to ceiling height that will still allow the floor area to be considered walkable.
Note: While baking, this value will be rounded up to the nearest multiple of CellHeight.
public float AgentHeight { get; set; }
Property Value
AgentMaxClimb
The minimum ledge height that is considered to still be traversable.
Note: While baking, this value will be rounded down to the nearest multiple of CellHeight.
public float AgentMaxClimb { get; set; }
Property Value
AgentMaxSlope
The maximum slope that is considered walkable, in degrees.
public float AgentMaxSlope { get; set; }
Property Value
AgentRadius
The distance to erode/shrink the walkable area of the heightfield away from obstructions.
Note: While baking, this value will be rounded up to the nearest multiple of CellSize.
public float AgentRadius { get; set; }
Property Value
CellHeight
The cell height used to rasterize the navigation mesh vertices on the Y axis. Must match with the cell height on the navigation map.
public float CellHeight { get; set; }
Property Value
CellSize
The cell size used to rasterize the navigation mesh vertices on the XZ plane. Must match with the cell size on the navigation map.
public float CellSize { get; set; }
Property Value
DetailSampleDistance
The sampling distance to use when generating the detail mesh, in cell unit.
public float DetailSampleDistance { get; set; }
Property Value
DetailSampleMaxError
The maximum distance the detail mesh surface should deviate from heightfield, in cell unit.
public float DetailSampleMaxError { get; set; }
Property Value
EdgeMaxError
The maximum distance a simplified contour's border edges should deviate the original raw contour.
public float EdgeMaxError { get; set; }
Property Value
EdgeMaxLength
The maximum allowed length for contour edges along the border of the mesh. A value of 0.0
disables this feature.
Note: While baking, this value will be rounded up to the nearest multiple of CellSize.
public float EdgeMaxLength { get; set; }
Property Value
FilterBakingAabb
If the baking Aabb has a volume the navigation mesh baking will be restricted to its enclosing area.
public Aabb FilterBakingAabb { get; set; }
Property Value
FilterBakingAabbOffset
The position offset applied to the FilterBakingAabbAabb.
public Vector3 FilterBakingAabbOffset { get; set; }
Property Value
FilterLedgeSpans
If true
, marks spans that are ledges as non-walkable.
public bool FilterLedgeSpans { get; set; }
Property Value
FilterLowHangingObstacles
If true
, marks non-walkable spans as walkable if their maximum is within AgentMaxClimb of a walkable neighbor.
public bool FilterLowHangingObstacles { get; set; }
Property Value
FilterWalkableLowHeightSpans
If true
, marks walkable spans as not walkable if the clearance above the span is less than AgentHeight.
public bool FilterWalkableLowHeightSpans { get; set; }
Property Value
GeometryCollisionMask
The physics layers to scan for static colliders.
Only used when GeometryParsedGeometryType is StaticColliders or Both.
public uint GeometryCollisionMask { get; set; }
Property Value
GeometryParsedGeometryType
Determines which type of nodes will be parsed as geometry. See NavigationMesh.ParsedGeometryType for possible values.
public NavigationMesh.ParsedGeometryType GeometryParsedGeometryType { get; set; }
Property Value
GeometrySourceGeometryMode
The source of the geometry used when baking. See NavigationMesh.SourceGeometryMode for possible values.
public NavigationMesh.SourceGeometryMode GeometrySourceGeometryMode { get; set; }
Property Value
GeometrySourceGroupName
The name of the group to scan for geometry.
Only used when GeometrySourceGeometryMode is GroupsWithChildren or GroupsExplicit.
public StringName GeometrySourceGroupName { get; set; }
Property Value
Polygons
public Array Polygons { get; set; }
Property Value
RegionMergeSize
Any regions with a size smaller than this will be merged with larger regions if possible.
Note: This value will be squared to calculate the number of cells. For example, a value of 20 will set the number of cells to 400.
public float RegionMergeSize { get; set; }
Property Value
RegionMinSize
The minimum size of a region for it to be created.
Note: This value will be squared to calculate the minimum number of cells allowed to form isolated island areas. For example, a value of 8 will set the number of cells to 64.
public float RegionMinSize { get; set; }
Property Value
SamplePartitionType
Partitioning algorithm for creating the navigation mesh polys. See NavigationMesh.SamplePartitionTypeEnum for possible values.
public NavigationMesh.SamplePartitionTypeEnum SamplePartitionType { get; set; }
Property Value
Vertices
public Vector3[] Vertices { get; set; }
Property Value
- Vector3[]
VerticesPerPolygon
The maximum number of vertices allowed for polygons generated during the contour to polygon conversion process.
public float VerticesPerPolygon { get; set; }
Property Value
Methods
AddPolygon(int[])
Adds a polygon using the indices of the vertices you get when calling Godot.NavigationMesh.GetVertices.
public void AddPolygon(int[] polygon)
Parameters
polygon
int[]
Clear()
Clears the internal arrays for vertices and polygon indices.
public void Clear()
ClearPolygons()
Clears the array of polygons, but it doesn't clear the array of vertices.
public void ClearPolygons()
CreateFromMesh(Mesh)
Initializes the navigation mesh by setting the vertices and indices according to a Mesh.
Note: The given mesh
must be of type Triangles and have an index array.
public void CreateFromMesh(Mesh mesh)
Parameters
mesh
Mesh
GetCollisionMaskValue(int)
Returns whether or not the specified layer of the GeometryCollisionMask is enabled, given a layerNumber
between 1 and 32.
public bool GetCollisionMaskValue(int layerNumber)
Parameters
layerNumber
int
Returns
GetPolygon(int)
Returns a int[] containing the indices of the vertices of a created polygon.
public int[] GetPolygon(int idx)
Parameters
idx
int
Returns
- int[]
GetPolygonCount()
Returns the number of polygons in the navigation mesh.
public int GetPolygonCount()
Returns
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.
Returns
SetCollisionMaskValue(int, bool)
Based on value
, enables or disables the specified layer in the GeometryCollisionMask, given a layerNumber
between 1 and 32.
public void SetCollisionMaskValue(int layerNumber, bool value)