A collection of [code]NavigationMesh[/code] resources and methods used for pathfinding.
The Navigation node is used for basic or advanced navigation. By default it will automatically collect all child [code]NavigationMesh[/code] resources, but they can also be added on the fly through scripting. It can be used for generating a simple path between two points or it can be used to ensure that a navigation agent is angled perfectly to the terrain it is navigating.
Returns the closest navigation point to the point passed.
Returns the surface normal of the navigation mesh at the point passed. For instance, if the point passed was at a 45 degree slope it would return something like (0.5,0.5,0). This is useful for rotating a navigation agent in accordance with the [code]NavigationMesh[/code].
Returns the nearest [code]NavigationMeshInstance[/code] to the point passed.
Returns the nearest point to the line segment passed. The third optional parameter takes collisions into account.
Returns a path of points as a [code]PoolVector3Array[/code]. If [code]optimize[/code] is false the [code]NavigationMesh[/code] agent properties will be taken into account, otherwise it will return the nearest path and ignore agent radius, height, etc.
Adds a [code]NavigationMesh[/code] to the list of NavigationMesh's in this node. Returns an id. Its position, rotation and scale are associated with the [code]Transform[/code] passed. The [code]Node[/code] (or [code]Object[/code]) that owns this node is an optional parameter.
Removes a [code]NavigationMesh[/code] from the list of NavigationMesh's in this node.
Associates a [code]NavigationMesh[/code]'s id with a [code]Transform[/code]. Its position, rotation and scale are based on the [code]Transform[/code] passed.
Defines which direction is up. The default defines 0,1,0 as up which is the world up direction. To make this a ceiling use 0,-1,0 to define down as up.