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Diffstat (limited to 'doc/classes/NavigationMesh.xml')
-rw-r--r-- | doc/classes/NavigationMesh.xml | 94 |
1 files changed, 73 insertions, 21 deletions
diff --git a/doc/classes/NavigationMesh.xml b/doc/classes/NavigationMesh.xml index 1d9b2b0a36..89a394ef6c 100644 --- a/doc/classes/NavigationMesh.xml +++ b/doc/classes/NavigationMesh.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="NavigationMesh" inherits="Resource" version="4.0"> <brief_description> + A mesh to approximate the walkable areas and obstacles. </brief_description> <description> + 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. </description> <tutorials> <link title="3D Navmesh Demo">https://godotengine.org/asset-library/asset/124</link> @@ -12,39 +14,46 @@ <return type="void" /> <argument index="0" name="polygon" type="PackedInt32Array" /> <description> + Adds a polygon using the indices of the vertices you get when calling [method get_vertices]. </description> </method> <method name="clear_polygons"> <return type="void" /> <description> + Clears the array of polygons, but it doesn't clear the array of vertices. </description> </method> <method name="create_from_mesh"> <return type="void" /> <argument index="0" name="mesh" type="Mesh" /> <description> + Initializes the navigation mesh by setting the vertices and indices according to a [Mesh]. </description> </method> <method name="get_collision_mask_bit" qualifiers="const"> <return type="bool" /> <argument index="0" name="bit" type="int" /> <description> + Returns whether the specified [code]bit[/code] of the [member geometry/collision_mask] is set. </description> </method> <method name="get_polygon"> <return type="PackedInt32Array" /> <argument index="0" name="idx" type="int" /> <description> + Returns a [PackedInt32Array] containing the indices of the vertices of a created polygon. </description> </method> <method name="get_polygon_count" qualifiers="const"> <return type="int" /> <description> + Returns the number of polygons in the navigation mesh. </description> </method> <method name="get_vertices" qualifiers="const"> <return type="PackedVector3Array" /> <description> + Returns a [PackedVector3Array] containing all the vertices being used to create the polygons. </description> </method> <method name="set_collision_mask_bit"> @@ -52,84 +61,127 @@ <argument index="0" name="bit" type="int" /> <argument index="1" name="value" type="bool" /> <description> + If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/code] in the [member geometry/collision_mask]. + If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/code] in the [member geometry/collision_mask]. </description> </method> <method name="set_vertices"> <return type="void" /> <argument index="0" name="vertices" type="PackedVector3Array" /> <description> + Sets the vertices that can be then indexed to create polygons with the [method add_polygon] method. </description> </method> </methods> <members> <member name="agent/height" type="float" setter="set_agent_height" getter="get_agent_height" default="2.0"> - The minimum Y space needed for navigation to be generated. + The minimum floor to ceiling height that will still allow the floor area to be considered walkable. + [b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell/height]. </member> <member name="agent/max_climb" type="float" setter="set_agent_max_climb" getter="get_agent_max_climb" default="0.9"> - The maximum height difference between two areas for navigation to be generated between them. + The minimum ledge height that is considered to still be traversable. + [b]Note:[/b] While baking, this value will be rounded down to the nearest multiple of [member cell/height]. </member> <member name="agent/max_slope" type="float" setter="set_agent_max_slope" getter="get_agent_max_slope" default="45.0"> - The maximum angle a slope can be at for navigation to be generated on it. + The maximum slope that is considered walkable, in degrees. </member> <member name="agent/radius" type="float" setter="set_agent_radius" getter="get_agent_radius" default="0.6"> - Determines where the edge of a navigation mesh is. This way an agent will not overlap with another mesh or stand over nothing. + The distance to erode/shrink the walkable area of the heightfield away from obstructions. + [b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell/size]. </member> <member name="cell/height" type="float" setter="set_cell_height" getter="get_cell_height" default="0.2"> - The height of a cell. + The Y axis cell size to use for fields. </member> <member name="cell/size" type="float" setter="set_cell_size" getter="get_cell_size" default="0.3"> - The size of cells in the [NavigationMesh]. + The XZ plane cell size to use for fields. </member> <member name="detail/sample_distance" type="float" setter="set_detail_sample_distance" getter="get_detail_sample_distance" default="6.0"> + The sampling distance to use when generating the detail mesh, in cell unit. </member> <member name="detail/sample_max_error" type="float" setter="set_detail_sample_max_error" getter="get_detail_sample_max_error" default="1.0"> + The maximum distance the detail mesh surface should deviate from heightfield, in cell unit. </member> <member name="edge/max_error" type="float" setter="set_edge_max_error" getter="get_edge_max_error" default="1.3"> + The maximum distance a simplfied contour's border edges should deviate the original raw contour. </member> <member name="edge/max_length" type="float" setter="set_edge_max_length" getter="get_edge_max_length" default="12.0"> + The maximum allowed length for contour edges along the border of the mesh. + [b]Note:[/b] While baking, this value will be rounded up to the nearest multiple of [member cell/size]. </member> <member name="filter/filter_walkable_low_height_spans" type="bool" setter="set_filter_walkable_low_height_spans" getter="get_filter_walkable_low_height_spans" default="false"> + If [code]true[/code], marks walkable spans as not walkable if the clearance above the span is less than [member agent/height]. </member> <member name="filter/ledge_spans" type="bool" setter="set_filter_ledge_spans" getter="get_filter_ledge_spans" default="false"> + If [code]true[/code], marks spans that are ledges as non-walkable. </member> <member name="filter/low_hanging_obstacles" type="bool" setter="set_filter_low_hanging_obstacles" getter="get_filter_low_hanging_obstacles" default="false"> + If [code]true[/code], marks non-walkable spans as walkable if their maximum is within [member agent/max_climb] of a walkable neighbor. </member> <member name="geometry/collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask"> - The physics layers used to generate the [NavigationMesh]. + The physics layers to scan for static colliders. + Only used when [member geometry/parsed_geometry_type] is [constant PARSED_GEOMETRY_STATIC_COLLIDERS] or [constant PARSED_GEOMETRY_BOTH]. </member> - <member name="geometry/parsed_geometry_type" type="int" setter="set_parsed_geometry_type" getter="get_parsed_geometry_type" default="0"> - What kind of geometry is used to generate the [NavigationMesh]. + <member name="geometry/parsed_geometry_type" type="int" setter="set_parsed_geometry_type" getter="get_parsed_geometry_type" enum="NavigationMesh.ParsedGeometryType" default="0"> + Determines which type of nodes will be parsed as geometry. See [enum ParsedGeometryType] for possible values. </member> - <member name="geometry/source_geometry_mode" type="int" setter="set_source_geometry_mode" getter="get_source_geometry_mode" default="0"> - Which geometry is used to generate the [NavigationMesh]. + <member name="geometry/source_geometry_mode" type="int" setter="set_source_geometry_mode" getter="get_source_geometry_mode" enum="NavigationMesh.SourceGeometryMode" default="0"> + The source of the geometry used when baking. See [enum SourceGeometryMode] for possible values. </member> <member name="geometry/source_group_name" type="StringName" setter="set_source_group_name" getter="get_source_group_name"> - The name of the group that is used to generate the [NavigationMesh]. + The name of the group to scan for geometry. + Only used when [member geometry/source_geometry_mode] is [constant SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN] or [constant SOURCE_GEOMETRY_GROUPS_EXPLICIT]. </member> <member name="polygon/verts_per_poly" type="float" setter="set_verts_per_poly" getter="get_verts_per_poly" default="6.0"> - The number of vertices to use per polygon. Higher values will improve performance at the cost of lower precision. + The maximum number of vertices allowed for polygons generated during the contour to polygon conversion process. </member> <member name="region/merge_size" type="float" setter="set_region_merge_size" getter="get_region_merge_size" default="20.0"> - If two adjacent regions' edges are separated by a distance lower than this value, the regions will be merged together. + Any regions with a size smaller than this will be merged with larger regions if possible. + [b]Note:[/b] 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. </member> <member name="region/min_size" type="float" setter="set_region_min_size" getter="get_region_min_size" default="8.0"> The minimum size of a region for it to be created. + [b]Note:[/b] 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. </member> - <member name="sample_partition_type/sample_partition_type" type="int" setter="set_sample_partition_type" getter="get_sample_partition_type" default="0"> + <member name="sample_partition_type/sample_partition_type" type="int" setter="set_sample_partition_type" getter="get_sample_partition_type" enum="NavigationMesh.SamplePartitionType" default="0"> + Partitioning algorithm for creating the navigation mesh polys. See [enum SamplePartitionType] for possible values. </member> </members> <constants> - <constant name="SAMPLE_PARTITION_WATERSHED" value="0"> + <constant name="SAMPLE_PARTITION_WATERSHED" value="0" enum="SamplePartitionType"> + Watershed partitioning. Generally the best choice if you precompute the navigation mesh, use this if you have large open areas. </constant> - <constant name="SAMPLE_PARTITION_MONOTONE" value="1"> + <constant name="SAMPLE_PARTITION_MONOTONE" value="1" enum="SamplePartitionType"> + Monotone partitioning. Use this if you want fast navigation mesh generation. </constant> - <constant name="SAMPLE_PARTITION_LAYERS" value="2"> + <constant name="SAMPLE_PARTITION_LAYERS" value="2" enum="SamplePartitionType"> + Layer partitioning. Good choice to use for tiled navigation mesh with medium and small sized tiles. </constant> - <constant name="PARSED_GEOMETRY_MESH_INSTANCES" value="0"> + <constant name="SAMPLE_PARTITION_MAX" value="3" enum="SamplePartitionType"> + Represents the size of the [enum SamplePartitionType] enum. </constant> - <constant name="PARSED_GEOMETRY_STATIC_COLLIDERS" value="1"> + <constant name="PARSED_GEOMETRY_MESH_INSTANCES" value="0" enum="ParsedGeometryType"> + Parses mesh instances as geometry. This includes [MeshInstance3D], [CSGShape3D], and [GridMap] nodes. </constant> - <constant name="PARSED_GEOMETRY_BOTH" value="2"> + <constant name="PARSED_GEOMETRY_STATIC_COLLIDERS" value="1" enum="ParsedGeometryType"> + Parses [StaticBody3D] colliders as geometry. The collider should be in any of the layers specified by [member geometry/collision_mask]. + </constant> + <constant name="PARSED_GEOMETRY_BOTH" value="2" enum="ParsedGeometryType"> + Both [constant PARSED_GEOMETRY_MESH_INSTANCES] and [constant PARSED_GEOMETRY_STATIC_COLLIDERS]. + </constant> + <constant name="PARSED_GEOMETRY_MAX" value="3" enum="ParsedGeometryType"> + Represents the size of the [enum ParsedGeometryType] enum. + </constant> + <constant name="SOURCE_GEOMETRY_NAVMESH_CHILDREN" value="0" enum="SourceGeometryMode"> + Scans the child nodes of [NavigationRegion3D] recursively for geometry. + </constant> + <constant name="SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN" value="1" enum="SourceGeometryMode"> + Scans nodes in a group and their child nodes recursively for geometry. The group is specified by [member geometry/source_group_name]. + </constant> + <constant name="SOURCE_GEOMETRY_GROUPS_EXPLICIT" value="2" enum="SourceGeometryMode"> + Uses nodes in a group for geometry. The group is specified by [member geometry/source_group_name]. + </constant> + <constant name="SOURCE_GEOMETRY_MAX" value="3" enum="SourceGeometryMode"> + Represents the size of the [enum SourceGeometryMode] enum. </constant> </constants> </class> |