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Fix NavigationMeshes doc due to recent renames

Fixes NavigationMeshes doc page due to recent function renames and other navigation anti-abbreviations changes.
smix8 2 years ago
parent
commit
6927eed8f6
1 changed files with 33 additions and 33 deletions
  1. 33 33
      tutorials/navigation/navigation_using_navigationmeshes.rst

+ 33 - 33
tutorials/navigation/navigation_using_navigationmeshes.rst

@@ -72,35 +72,35 @@ NavigationMesh rebaking at runtime
 
 
 To rebake a ``NavigationMesh`` at runtime, use the NavigationRegion3D.bake_navigation_mesh() function.
 To rebake a ``NavigationMesh`` at runtime, use the NavigationRegion3D.bake_navigation_mesh() function.
 Another option is to use the NavigationMeshGenerator.bake() Singleton function with the NavigationMesh resource directly.
 Another option is to use the NavigationMeshGenerator.bake() Singleton function with the NavigationMesh resource directly.
-If the navmesh resource is already prepared, the region can be updated with the NavigationServer3D API directly as well.
+If the navigation mesh resource is already prepared, the region can be updated with the NavigationServer3D API directly as well.
 
 
 .. tabs::
 .. tabs::
  .. code-tab:: gdscript GDScript
  .. code-tab:: gdscript GDScript
 
 
     extends NavigationRegion3D
     extends NavigationRegion3D
 
 
-    func update_navmesh():
+    func update_navigation_mesh():
 
 
         # use bake and update function of region
         # use bake and update function of region
         var on_thread : bool = true
         var on_thread : bool = true
         bake_navigation_mesh(on_thread)
         bake_navigation_mesh(on_thread)
 
 
         # or use the NavigationMeshGenerator Singleton
         # or use the NavigationMeshGenerator Singleton
-        var navigationmesh : NavigationMesh = navmesh
-        NavigationMeshGenerator.bake(navigationmesh, self)
+        var _navigationmesh : NavigationMesh = navigation_mesh
+        NavigationMeshGenerator.bake(_navigationmesh, self)
         # remove old resource first to trigger a full update
         # remove old resource first to trigger a full update
-        navmesh = null
-        navmesh = navigationmesh
+        navigation_mesh = null
+        navigation_mesh = _navigationmesh
 
 
-        # or use NavigationServer API to update region with prepared navmesh
+        # or use NavigationServer API to update region with prepared navigation mesh
         var region_rid : RID = get_region_rid()
         var region_rid : RID = get_region_rid()
-        NavigationServer3D.region_set_navmesh(region_rid, navmesh)
+        NavigationServer3D.region_set_navigation_mesh(region_rid, navigation_mesh)
 
 
 .. note::
 .. note::
 
 
     Baking a NavigationMesh at runtime is a costly operation.
     Baking a NavigationMesh at runtime is a costly operation.
-    Complex navmesh take some time to bake and if done on the main thread can freeze a game.
-    (Re)baking a large navmesh is preferably done in a separate thread.
+    Complex navigation mesh take some time to bake and if done on the main thread can freeze a game.
+    (Re)baking a large navigation mesh is preferably done in a separate thread.
 
 
 .. warning::
 .. warning::
 
 
@@ -131,14 +131,14 @@ navigationmesh from outline data the shapes cannot overlap.
 
 
     extends NavigationRegion2D
     extends NavigationRegion2D
 
 
-    var navigationpolygon : NavigationPolygon = get_navigation_polygon()
+    var new_navigation_polygon : NavigationPolygon = get_navigation_polygon()
 
 
     func _ready():
     func _ready():
 
 
         parse_2d_collisionshapes(self)
         parse_2d_collisionshapes(self)
 
 
-        navigationpolygon.make_polygons_from_outlines()
-        set_navigation_polygon(navigationpolygon)
+        new_navigation_polygon.make_polygons_from_outlines()
+        set_navigation_polygon(new_navigation_polygon)
 
 
     func parse_2d_collisionshapes(root_node : Node2D):
     func parse_2d_collisionshapes(root_node : Node2D):
 
 
@@ -156,12 +156,12 @@ navigationmesh from outline data the shapes cannot overlap.
                 for vertex in collisionpolygon:
                 for vertex in collisionpolygon:
                     new_collision_outline.append(collisionpolygon_transform.xform(vertex))
                     new_collision_outline.append(collisionpolygon_transform.xform(vertex))
 
 
-                navigationpolygon.add_outline(new_collision_outline)
+                new_navigation_polygon.add_outline(new_collision_outline)
 
 
-Procedual 2D Navmesh
-~~~~~~~~~~~~~~~~~~~~
+Procedual 2D NavigationMesh
+~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 
-The following script creates a new 2D navigation region and fills it with procedual generated navmesh data from a NavigationPolygon resource.
+The following script creates a new 2D navigation region and fills it with procedual generated navigation mesh data from a NavigationPolygon resource.
 
 
 .. tabs::
 .. tabs::
  .. code-tab:: gdscript GDScript
  .. code-tab:: gdscript GDScript
@@ -173,22 +173,22 @@ The following script creates a new 2D navigation region and fills it with proced
     var default_2d_map_rid : RID = get_world_2d().get_navigation_map()
     var default_2d_map_rid : RID = get_world_2d().get_navigation_map()
     NavigationServer2D.region_set_map(new_2d_region_rid, default_2d_map_rid)
     NavigationServer2D.region_set_map(new_2d_region_rid, default_2d_map_rid)
 
 
-    var new_navpoly : NavigationPolygon = NavigationPolygon.new()
+    var new_navigation_polygon : NavigationPolygon = NavigationPolygon.new()
     var new_outline : PackedVector2Array = PackedVector2Array([
     var new_outline : PackedVector2Array = PackedVector2Array([
         Vector2(0.0, 0.0),
         Vector2(0.0, 0.0),
         Vector2(50.0, 0.0),
         Vector2(50.0, 0.0),
         Vector2(50.0, 50.0),
         Vector2(50.0, 50.0),
         Vector2(0.0, 50.0),
         Vector2(0.0, 50.0),
         ])
         ])
-    new_navpoly.add_outline(new_outline)
-    new_navpoly.make_polygons_from_outlines()
+    new_navigation_polygon.add_outline(new_outline)
+    new_navigation_polygon.make_polygons_from_outlines()
 
 
-    NavigationServer2D.region_set_navpoly(new_2d_region_rid, new_navpoly)
+    NavigationServer2D.region_set_navigation_polygon(new_2d_region_rid, new_navigation_polygon)
 
 
-Procedual 3D Navmesh
-~~~~~~~~~~~~~~~~~~~~
+Procedual 3D NavigationMesh
+~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
 
-The following script creates a new 3D navigation region and fills it with procedual generated navmesh data from a NavigationMesh resource.
+The following script creates a new 3D navigation region and fills it with procedual generated navigation mesh data from a NavigationMesh resource.
 
 
 .. tabs::
 .. tabs::
  .. code-tab:: gdscript GDScript
  .. code-tab:: gdscript GDScript
@@ -200,12 +200,12 @@ The following script creates a new 3D navigation region and fills it with proced
     var default_3d_map_rid : RID = get_world_3d().get_navigation_map()
     var default_3d_map_rid : RID = get_world_3d().get_navigation_map()
     NavigationServer3D.region_set_map(new_3d_region_rid, default_3d_map_rid)
     NavigationServer3D.region_set_map(new_3d_region_rid, default_3d_map_rid)
 
 
-    var new_navmesh : NavigationMesh = NavigationMesh.new()
+    var new_navigation_mesh : NavigationMesh = NavigationMesh.new()
     var new_plane_mesh : PlaneMesh = PlaneMesh.new()
     var new_plane_mesh : PlaneMesh = PlaneMesh.new()
     new_plane_mesh.size = Vector2(10.0, 10.0)
     new_plane_mesh.size = Vector2(10.0, 10.0)
-    new_navmesh.create_from_mesh(new_plane_mesh)
+    new_navigation_mesh.create_from_mesh(new_plane_mesh)
 
 
-    NavigationServer3D.region_set_navmesh(new_3d_region_rid, new_navmesh)
+    NavigationServer3D.region_set_navigation_mesh(new_3d_region_rid, new_navigation_mesh)
 
 
 Navmesh for 3D GridMaps
 Navmesh for 3D GridMaps
 ~~~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~~~
@@ -217,17 +217,17 @@ The following script creates a new 3D navmesh from the mesh of a GridMap item, c
 
 
     extends GridMap
     extends GridMap
 
 
-    # enable navmesh for grid items
+    # enable navigation mesh for grid items
     set_bake_navigation(true)
     set_bake_navigation(true)
 
 
-    # get mesh from grid item, bake and set a new navmesh for the library
+    # get mesh from grid item, bake and set a new navigation mesh for the library
     var gridmap_item_list : PackedInt32Array = mesh_library.get_item_list()
     var gridmap_item_list : PackedInt32Array = mesh_library.get_item_list()
     for item in gridmap_item_list:
     for item in gridmap_item_list:
         var item_mesh : Mesh = mesh_library.get_item_mesh(item)
         var item_mesh : Mesh = mesh_library.get_item_mesh(item)
-        var navmesh : NavigationMesh = NavigationMesh.new()
-        navmesh.create_from_mesh(item_mesh)
-        mesh_library.set_item_navmesh(item, item_mesh)
-        mesh_library.set_item_navmesh_transform(item, Transform3D())
+        var new_item_navigation_mesh : NavigationMesh = NavigationMesh.new()
+        new_item_navigation_mesh.create_from_mesh(item_mesh)
+        mesh_library.set_item_navigation_mesh(item, new_item_navigation_mesh)
+        mesh_library.set_item_navigation_mesh_transform(item, Transform3D())
 
 
     # clear the cells
     # clear the cells
     clear()
     clear()