Class NavigationMeshSourceGeometryData3D
- Namespace
- Godot
- Assembly
- GodotSharp.dll
Container for parsed source geometry data used in navigation mesh baking.
public class NavigationMeshSourceGeometryData3D : Resource, IDisposable
- Inheritance
-
NavigationMeshSourceGeometryData3D
- Implements
- Inherited Members
Constructors
NavigationMeshSourceGeometryData3D()
public NavigationMeshSourceGeometryData3D()
Properties
Indices
public int[] Indices { get; set; }
Property Value
- int[]
Vertices
public float[] Vertices { get; set; }
Property Value
- float[]
Methods
AddFaces(Vector3[], Transform3D)
Adds an array of vertex positions to the geometry data for navigation mesh baking to form triangulated faces. For each face the array must have three vertex positions in clockwise winding order. Since NavigationMesh resources have no transform, all vertex positions need to be offset by the node's transform using xform
.
public void AddFaces(Vector3[] faces, Transform3D xform)
Parameters
faces
Vector3[]xform
Transform3D
AddMesh(Mesh, Transform3D)
Adds the geometry data of a Mesh resource to the navigation mesh baking data. The mesh must have valid triangulated mesh data to be considered. Since NavigationMesh resources have no transform, all vertex positions need to be offset by the node's transform using xform
.
public void AddMesh(Mesh mesh, Transform3D xform)
Parameters
mesh
Meshxform
Transform3D
AddMeshArray(Array, Transform3D)
Adds an Array the size of Max and with vertices at index Vertex and indices at index Index to the navigation mesh baking data. The array must have valid triangulated mesh data to be considered. Since NavigationMesh resources have no transform, all vertex positions need to be offset by the node's transform using xform
.
public void AddMeshArray(Array meshArray, Transform3D xform)
Parameters
meshArray
Arrayxform
Transform3D
Clear()
Clears the internal data.
public void Clear()
HasData()
Returns true
when parsed source geometry data exists.
public bool HasData()
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.