NavigationPolygon
Inherits: Resource < RefCounted < Object
A 2D navigation mesh that describes a traversable surface for pathfinding.
Description
A navigation mesh can be created either by baking it with the help of the NavigationServer2D, or by adding vertices and convex polygon indices arrays manually.
To bake a navigation mesh at least one outline needs to be added that defines the outer bounds of the baked area.
GDScriptC#
var new_navigation_mesh = NavigationPolygon.new()
var bounding_outline = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, 50), Vector2(50, 0)])
new_navigation_mesh.add_outline(bounding_outline)
NavigationServer2D.bake_from_source_geometry_data(new_navigation_mesh, NavigationMeshSourceGeometryData2D.new());
$NavigationRegion2D.navigation_polygon = new_navigation_mesh
var newNavigationMesh = new NavigationPolygon();
var boundingOutline = new Vector2[] { new Vector2(0, 0), new Vector2(0, 50), new Vector2(50, 50), new Vector2(50, 0) };
newNavigationMesh.AddOutline(boundingOutline);
NavigationServer2D.BakeFromSourceGeometryData(newNavigationMesh, new NavigationMeshSourceGeometryData2D());
GetNode<NavigationRegion2D>("NavigationRegion2D").NavigationPolygon = newNavigationMesh;
Adding vertices and polygon indices manually.
GDScriptC#
var new_navigation_mesh = NavigationPolygon.new()
var new_vertices = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, 50), Vector2(50, 0)])
new_navigation_mesh.vertices = new_vertices
var new_polygon_indices = PackedInt32Array([0, 1, 2, 3])
new_navigation_mesh.add_polygon(new_polygon_indices)
$NavigationRegion2D.navigation_polygon = new_navigation_mesh
var newNavigationMesh = new NavigationPolygon();
var newVertices = new Vector2[] { new Vector2(0, 0), new Vector2(0, 50), new Vector2(50, 50), new Vector2(50, 0) };
newNavigationMesh.Vertices = newVertices;
var newPolygonIndices = new int[] { 0, 1, 2, 3 };
newNavigationMesh.AddPolygon(newPolygonIndices);
GetNode<NavigationRegion2D>("NavigationRegion2D").NavigationPolygon = newNavigationMesh;
Tutorials
Properties
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Methods
void | add_outline ( PackedVector2Array outline ) |
void | add_outline_at_index ( PackedVector2Array outline, int index ) |
void | add_polygon ( PackedInt32Array polygon ) |
void | clear ( ) |
void | clear_outlines ( ) |
void | clear_polygons ( ) |
get_outline ( int idx ) const | |
get_outline_count ( ) const | |
get_parsed_collision_mask_value ( int layer_number ) const | |
get_polygon ( int idx ) | |
get_polygon_count ( ) const | |
get_vertices ( ) const | |
void | |
void | remove_outline ( int idx ) |
void | set_outline ( int idx, PackedVector2Array outline ) |
void | set_parsed_collision_mask_value ( int layer_number, bool value ) |
void | set_vertices ( PackedVector2Array vertices ) |
Enumerations
enum ParsedGeometryType:
ParsedGeometryType PARSED_GEOMETRY_MESH_INSTANCES = 0
Parses mesh instances as obstruction geometry. This includes Polygon2D, MeshInstance2D, MultiMeshInstance2D, and TileMap nodes.
Meshes are only parsed when they use a 2D vertices surface format.
ParsedGeometryType PARSED_GEOMETRY_STATIC_COLLIDERS = 1
Parses StaticBody2D and TileMap colliders as obstruction geometry. The collider should be in any of the layers specified by parsed_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 source_geometry_group_name.
SourceGeometryMode SOURCE_GEOMETRY_GROUPS_EXPLICIT = 2
Uses nodes in a group for geometry. The group is specified by source_geometry_group_name.
SourceGeometryMode SOURCE_GEOMETRY_MAX = 3
Represents the size of the SourceGeometryMode enum.
Property Descriptions
float agent_radius = 10.0
The distance to erode/shrink the walkable surface when baking the navigation mesh.
float cell_size = 1.0
The cell size used to rasterize the navigation mesh vertices. Must match with the cell size on the navigation map.
int parsed_collision_mask = 4294967295
The physics layers to scan for static colliders.
Only used when parsed_geometry_type is PARSED_GEOMETRY_STATIC_COLLIDERS or PARSED_GEOMETRY_BOTH.
ParsedGeometryType parsed_geometry_type = 2
void set_parsed_geometry_type ( ParsedGeometryType value )
ParsedGeometryType get_parsed_geometry_type ( )
Determines which type of nodes will be parsed as geometry. See ParsedGeometryType for possible values.
StringName source_geometry_group_name = &"navigation_polygon_source_geometry_group"
void set_source_geometry_group_name ( StringName value )
StringName get_source_geometry_group_name ( )
The group name of nodes that should be parsed for baking source geometry.
Only used when source_geometry_mode is SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN or SOURCE_GEOMETRY_GROUPS_EXPLICIT.
SourceGeometryMode source_geometry_mode = 0
void set_source_geometry_mode ( SourceGeometryMode value )
SourceGeometryMode get_source_geometry_mode ( )
The source of the geometry used when baking. See SourceGeometryMode for possible values.
Method Descriptions
void add_outline ( PackedVector2Array outline )
Appends a PackedVector2Array that contains the vertices of an outline to the internal array that contains all the outlines.
void add_outline_at_index ( PackedVector2Array outline, int index )
Adds a PackedVector2Array that contains the vertices of an outline to the internal array that contains all the outlines at a fixed position.
void add_polygon ( PackedInt32Array polygon )
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_outlines ( )
Clears the array of the outlines, but it doesn’t clear the vertices and the polygons that were created by them.
void clear_polygons ( )
Clears the array of polygons, but it doesn’t clear the array of outlines and vertices.
NavigationMesh get_navigation_mesh ( )
Returns the NavigationMesh resulting from this navigation polygon. This navigation mesh can be used to update the navigation mesh of a region with the NavigationServer3D.region_set_navigation_mesh API directly (as 2D uses the 3D server behind the scene).
PackedVector2Array get_outline ( int idx ) const
Returns a PackedVector2Array containing the vertices of an outline that was created in the editor or by script.
int get_outline_count ( ) const
Returns the number of outlines that were created in the editor or by script.
bool get_parsed_collision_mask_value ( int layer_number ) const
Returns whether or not the specified layer of the parsed_collision_mask is enabled, given a layer_number
between 1 and 32.
PackedInt32Array get_polygon ( int idx )
Returns a PackedInt32Array containing the indices of the vertices of a created polygon.
int get_polygon_count ( ) const
Returns the count of all polygons.
PackedVector2Array get_vertices ( ) const
Returns a PackedVector2Array containing all the vertices being used to create the polygons.
void make_polygons_from_outlines ( )
Creates polygons from the outlines added in the editor or by script.
Deprecated. This function is deprecated, and might be removed in a future release. Use NavigationServer2D.parse_source_geometry_data and NavigationServer2D.bake_from_source_geometry_data instead.
void remove_outline ( int idx )
Removes an outline created in the editor or by script. You have to call make_polygons_from_outlines for the polygons to update.
void set_outline ( int idx, PackedVector2Array outline )
Changes an outline created in the editor or by script. You have to call make_polygons_from_outlines for the polygons to update.
void set_parsed_collision_mask_value ( int layer_number, bool value )
Based on value
, enables or disables the specified layer in the parsed_collision_mask, given a layer_number
between 1 and 32.
void set_vertices ( PackedVector2Array vertices )
Sets the vertices that can be then indexed to create polygons with the add_polygon method.
© Copyright 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). Revision 53e837c6
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