NavigationPathQueryParameters3D

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

Inherits: RefCounted < Object

Provides parameters for 3D navigation path queries.

Description

By changing various properties of this object, such as the start and target position, you can configure path queries to the NavigationServer3D.

Tutorials

Properties

RID

map

RID()

BitField[PathMetadataFlags]

metadata_flags

7

int

navigation_layers

1

PathPostProcessing

path_postprocessing

0

PathfindingAlgorithm

pathfinding_algorithm

0

float

simplify_epsilon

0.0

bool

simplify_path

false

Vector3

start_position

Vector3(0, 0, 0)

Vector3

target_position

Vector3(0, 0, 0)


Enumerations

enum PathfindingAlgorithm: 🔗

PathfindingAlgorithm PATHFINDING_ALGORITHM_ASTAR = 0

The path query uses the default A* pathfinding algorithm.


enum PathPostProcessing: 🔗

PathPostProcessing PATH_POSTPROCESSING_CORRIDORFUNNEL = 0

Applies a funnel algorithm to the raw path corridor found by the pathfinding algorithm. This will result in the shortest path possible inside the path corridor. This postprocessing very much depends on the navigation mesh polygon layout and the created corridor. Especially tile- or gridbased layouts can face artificial corners with diagonal movement due to a jagged path corridor imposed by the cell shapes.

PathPostProcessing PATH_POSTPROCESSING_EDGECENTERED = 1

Centers every path position in the middle of the traveled navigation mesh polygon edge. This creates better paths for tile- or gridbased layouts that restrict the movement to the cells center.


flags PathMetadataFlags: 🔗

PathMetadataFlags PATH_METADATA_INCLUDE_NONE = 0

Don’t include any additional metadata about the returned path.

PathMetadataFlags PATH_METADATA_INCLUDE_TYPES = 1

Include the type of navigation primitive (region or link) that each point of the path goes through.

PathMetadataFlags PATH_METADATA_INCLUDE_RIDS = 2

Include the RIDs of the regions and links that each point of the path goes through.

PathMetadataFlags PATH_METADATA_INCLUDE_OWNERS = 4

Include the ObjectIDs of the Objects which manage the regions and links each point of the path goes through.

PathMetadataFlags PATH_METADATA_INCLUDE_ALL = 7

Include all available metadata about the returned path.


Property Descriptions

RID map = RID() 🔗

  • void set_map(value: RID)

  • RID get_map()

The navigation map RID used in the path query.


BitField[PathMetadataFlags] metadata_flags = 7 🔗

Additional information to include with the navigation path.


int navigation_layers = 1 🔗

  • void set_navigation_layers(value: int)

  • int get_navigation_layers()

The navigation layers the query will use (as a bitmask).


PathPostProcessing path_postprocessing = 0 🔗

The path postprocessing applied to the raw path corridor found by the pathfinding_algorithm.


PathfindingAlgorithm pathfinding_algorithm = 0 🔗

The pathfinding algorithm used in the path query.


float simplify_epsilon = 0.0 🔗

  • void set_simplify_epsilon(value: float)

  • float get_simplify_epsilon()

The path simplification amount in worlds units.


bool simplify_path = false 🔗

  • void set_simplify_path(value: bool)

  • bool get_simplify_path()

If true a simplified version of the path will be returned with less critical path points removed. The simplification amount is controlled by simplify_epsilon. The simplification uses a variant of Ramer-Douglas-Peucker algorithm for curve point decimation.

Path simplification can be helpful to mitigate various path following issues that can arise with certain agent types and script behaviors. E.g. “steering” agents or avoidance in “open fields”.


Vector3 start_position = Vector3(0, 0, 0) 🔗

  • void set_start_position(value: Vector3)

  • Vector3 get_start_position()

The pathfinding start position in global coordinates.


Vector3 target_position = Vector3(0, 0, 0) 🔗

  • void set_target_position(value: Vector3)

  • Vector3 get_target_position()

The pathfinding target position in global coordinates.


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