NavigationObstacle2D
Inherits: Node2D < CanvasItem < Node < Object
2D Obstacle used in navigation to constrain avoidance controlled agents outside or inside an area.
Description
2D Obstacle used in navigation to constrain avoidance controlled agents outside or inside an area. The obstacle needs a navigation map and outline vertices defined to work correctly.
If the obstacle’s vertices are winded in clockwise order, avoidance agents will be pushed in by the obstacle, otherwise, avoidance agents will be pushed out. Outlines must not cross or overlap.
Obstacles are not a replacement for a (re)baked navigation mesh. Obstacles don’t change the resulting path from the pathfinding, obstacles only affect the navigation avoidance agent movement by altering the suggested velocity of the avoidance agent.
Obstacles using vertices can warp to a new position but should not moved every frame as each move requires a rebuild of the avoidance map.
Tutorials
Properties
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Methods
get_avoidance_layer_value ( int layer_number ) const | |
get_navigation_map ( ) const | |
get_rid ( ) const | |
void | set_avoidance_layer_value ( int layer_number, bool value ) |
void | set_navigation_map ( RID navigation_map ) |
Property Descriptions
bool avoidance_enabled = true
If true
the obstacle affects avoidance using agents.
int avoidance_layers = 1
A bitfield determining the avoidance layers for this obstacle. Agents with a matching bit on the their avoidance mask will avoid this obstacle.
float radius = 0.0
Sets the avoidance radius for the obstacle.
Vector2 velocity = Vector2(0, 0)
Sets the wanted velocity for the obstacle so other agent’s can better predict the obstacle if it is moved with a velocity regularly (every frame) instead of warped to a new position. Does only affect avoidance for the obstacles radius. Does nothing for the obstacles static vertices.
PackedVector2Array vertices = PackedVector2Array()
void set_vertices ( PackedVector2Array value )
PackedVector2Array get_vertices ( )
The outline vertices of the obstacle. If the vertices are winded in clockwise order agents will be pushed in by the obstacle, else they will be pushed out. Outlines can not be crossed or overlap. Should the vertices using obstacle be warped to a new position agent’s can not predict this movement and may get trapped inside the obstacle.
Method Descriptions
bool get_avoidance_layer_value ( int layer_number ) const
Returns whether or not the specified layer of the avoidance_layers bitmask is enabled, given a layer_number
between 1 and 32.
RID get_navigation_map ( ) const
Returns the RID of the navigation map for this NavigationObstacle node. This function returns always the map set on the NavigationObstacle node and not the map of the abstract obstacle on the NavigationServer. If the obstacle map is changed directly with the NavigationServer API the NavigationObstacle node will not be aware of the map change. Use set_navigation_map to change the navigation map for the NavigationObstacle and also update the obstacle on the NavigationServer.
RID get_rid ( ) const
Returns the RID of this obstacle on the NavigationServer2D.
void set_avoidance_layer_value ( int layer_number, bool value )
Based on value
, enables or disables the specified layer in the avoidance_layers bitmask, given a layer_number
between 1 and 32.
void set_navigation_map ( RID navigation_map )
Sets the RID of the navigation map this NavigationObstacle node should use and also updates the obstacle
on the NavigationServer.
© Copyright 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). Revision 53e837c6
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