NavigationMesh (original) (raw)

Experimental: This class may be changed or removed in future versions.

Inherits: Resource < RefCounted < Object

A navigation mesh that defines traversable areas and obstacles.

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.

Tutorials

Properties

float agent_height 1.5
float agent_max_climb 0.25
float agent_max_slope 45.0
float agent_radius 0.5
float border_size 0.0
float cell_height 0.25
float cell_size 0.25
float detail_sample_distance 6.0
float detail_sample_max_error 1.0
float edge_max_error 1.3
float edge_max_length 0.0
AABB filter_baking_aabb AABB(0, 0, 0, 0, 0, 0)
Vector3 filter_baking_aabb_offset Vector3(0, 0, 0)
bool filter_ledge_spans false
bool filter_low_hanging_obstacles false
bool filter_walkable_low_height_spans false
int geometry_collision_mask 4294967295
ParsedGeometryType geometry_parsed_geometry_type 2
SourceGeometryMode geometry_source_geometry_mode 0
StringName geometry_source_group_name &"navigation_mesh_source_group"
float region_merge_size 20.0
float region_min_size 2.0
SamplePartitionType sample_partition_type 0
float vertices_per_polygon 6.0

Methods

void add_polygon(polygon: PackedInt32Array)
void clear()
void clear_polygons()
void create_from_mesh(mesh: Mesh)
bool get_collision_mask_value(layer_number: int) const
PackedInt32Array get_polygon(idx: int)
int get_polygon_count() const
PackedVector3Array get_vertices() const
void set_collision_mask_value(layer_number: int, value: bool)
void set_vertices(vertices: PackedVector3Array)

Enumerations

enum SamplePartitionType: 🔗

SamplePartitionType SAMPLE_PARTITION_WATERSHED = 0

Watershed partitioning. Generally the best choice if you precompute the navigation mesh, use this if you have large open areas.

SamplePartitionType SAMPLE_PARTITION_MONOTONE = 1

Monotone partitioning. Use this if you want fast navigation mesh generation.

SamplePartitionType SAMPLE_PARTITION_LAYERS = 2

Layer partitioning. Good choice to use for tiled navigation mesh with medium and small sized tiles.

SamplePartitionType SAMPLE_PARTITION_MAX = 3

Represents the size of the SamplePartitionType enum.


enum ParsedGeometryType: 🔗

ParsedGeometryType PARSED_GEOMETRY_MESH_INSTANCES = 0

Parses mesh instances as geometry. This includes MeshInstance3D, CSGShape3D, and GridMap nodes.

ParsedGeometryType PARSED_GEOMETRY_STATIC_COLLIDERS = 1

Parses StaticBody3D colliders as geometry. The collider should be in any of the layers specified by geometry_collision_mask.

ParsedGeometryType PARSED_GEOMETRY_BOTH = 2

Both PARSED_GEOMETRY_MESH_INSTANCES and PARSED_GEOMETRY_STATIC_COLLIDERS.

ParsedGeometryType PARSED_GEOMETRY_MAX = 3

Represents the size of the ParsedGeometryType enum.


enum SourceGeometryMode: 🔗

SourceGeometryMode SOURCE_GEOMETRY_ROOT_NODE_CHILDREN = 0

Scans the child nodes of the root node recursively for geometry.

SourceGeometryMode SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN = 1

Scans nodes in a group and their child nodes recursively for geometry. The group is specified by geometry_source_group_name.

SourceGeometryMode SOURCE_GEOMETRY_GROUPS_EXPLICIT = 2

Uses nodes in a group for geometry. The group is specified by geometry_source_group_name.

SourceGeometryMode SOURCE_GEOMETRY_MAX = 3

Represents the size of the SourceGeometryMode enum.


Property Descriptions

float agent_height = 1.5 🔗

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 cell_height.


float agent_max_climb = 0.25 🔗

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 cell_height.


float agent_max_slope = 45.0 🔗

The maximum slope that is considered walkable, in degrees.


float agent_radius = 0.5 🔗

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 cell_size.


float border_size = 0.0 🔗

The size of the non-navigable border around the bake bounding area.

In conjunction with the filter_baking_aabb and a edge_max_error value at 1.0 or below the border size can be used to bake tile aligned navigation meshes without the tile edges being shrunk by agent_radius.

Note: While baking and not zero, this value will be rounded up to the nearest multiple of cell_size.


float cell_height = 0.25 🔗

The cell height used to rasterize the navigation mesh vertices on the Y axis. Must match with the cell height on the navigation map.


float cell_size = 0.25 🔗

The cell size used to rasterize the navigation mesh vertices on the XZ plane. Must match with the cell size on the navigation map.


float detail_sample_distance = 6.0 🔗

The sampling distance to use when generating the detail mesh, in cell unit.


float detail_sample_max_error = 1.0 🔗

The maximum distance the detail mesh surface should deviate from heightfield, in cell unit.


float edge_max_error = 1.3 🔗

The maximum distance a simplified contour's border edges should deviate the original raw contour.


float edge_max_length = 0.0 🔗

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 cell_size.


AABB filter_baking_aabb = AABB(0, 0, 0, 0, 0, 0) 🔗

If the baking AABB has a volume the navigation mesh baking will be restricted to its enclosing area.


Vector3 filter_baking_aabb_offset = Vector3(0, 0, 0) 🔗

The position offset applied to the filter_baking_aabb AABB.


bool filter_ledge_spans = false 🔗

If true, marks spans that are ledges as non-walkable.


bool filter_low_hanging_obstacles = false 🔗

If true, marks non-walkable spans as walkable if their maximum is within agent_max_climb of a walkable neighbor.


bool filter_walkable_low_height_spans = false 🔗

If true, marks walkable spans as not walkable if the clearance above the span is less than agent_height.


int geometry_collision_mask = 4294967295 🔗

The physics layers to scan for static colliders.

Only used when geometry_parsed_geometry_type is PARSED_GEOMETRY_STATIC_COLLIDERS or PARSED_GEOMETRY_BOTH.


ParsedGeometryType geometry_parsed_geometry_type = 2 🔗

Determines which type of nodes will be parsed as geometry. See ParsedGeometryType for possible values.


SourceGeometryMode geometry_source_geometry_mode = 0 🔗

The source of the geometry used when baking. See SourceGeometryMode for possible values.


StringName geometry_source_group_name = &"navigation_mesh_source_group" 🔗

The name of the group to scan for geometry.

Only used when geometry_source_geometry_mode is SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN or SOURCE_GEOMETRY_GROUPS_EXPLICIT.


float region_merge_size = 20.0 🔗

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.


float region_min_size = 2.0 🔗

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.


SamplePartitionType sample_partition_type = 0 🔗

Partitioning algorithm for creating the navigation mesh polys. See SamplePartitionType for possible values.


float vertices_per_polygon = 6.0 🔗

The maximum number of vertices allowed for polygons generated during the contour to polygon conversion process.


Method Descriptions

void add_polygon(polygon: PackedInt32Array) 🔗

Adds a polygon using the indices of the vertices you get when calling get_vertices().


void clear() 🔗

Clears the internal arrays for vertices and polygon indices.


void clear_polygons() 🔗

Clears the array of polygons, but it doesn't clear the array of vertices.


void create_from_mesh(mesh: Mesh) 🔗

Initializes the navigation mesh by setting the vertices and indices according to a Mesh.

Note: The given mesh must be of type Mesh.PRIMITIVE_TRIANGLES and have an index array.


bool get_collision_mask_value(layer_number: int) const 🔗

Returns whether or not the specified layer of the geometry_collision_mask is enabled, given a layer_number between 1 and 32.


PackedInt32Array get_polygon(idx: int) 🔗

Returns a PackedInt32Array containing the indices of the vertices of a created polygon.


int get_polygon_count() const 🔗

Returns the number of polygons in the navigation mesh.


PackedVector3Array get_vertices() const 🔗

Returns a PackedVector3Array containing all the vertices being used to create the polygons.


void set_collision_mask_value(layer_number: int, value: bool) 🔗

Based on value, enables or disables the specified layer in the geometry_collision_mask, given a layer_number between 1 and 32.


void set_vertices(vertices: PackedVector3Array) 🔗

Sets the vertices that can be then indexed to create polygons with the add_polygon() method.