.. Generated automatically by doc/tools/makerst.py in Godot's source tree. .. DO NOT EDIT THIS FILE, but the Navigation.xml source instead. .. The source is found in doc/classes or modules//doc_classes. .. _class_Navigation: Navigation ========== **Inherits:** :ref:`Spatial` **<** :ref:`Node` **<** :ref:`Object` **Category:** Core Brief Description ----------------- A collection of ``NavigationMesh`` resources and methods used for pathfinding. Member Functions ---------------- +--------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector3` | :ref:`get_closest_point` **(** :ref:`Vector3` to_point **)** | +--------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector3` | :ref:`get_closest_point_normal` **(** :ref:`Vector3` to_point **)** | +--------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Object` | :ref:`get_closest_point_owner` **(** :ref:`Vector3` to_point **)** | +--------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector3` | :ref:`get_closest_point_to_segment` **(** :ref:`Vector3` start, :ref:`Vector3` end, :ref:`bool` use_collision=false **)** | +--------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`PoolVector3Array` | :ref:`get_simple_path` **(** :ref:`Vector3` start, :ref:`Vector3` end, :ref:`bool` optimize=true **)** | +--------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`navmesh_add` **(** :ref:`NavigationMesh` mesh, :ref:`Transform` xform, :ref:`Object` owner=null **)** | +--------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`navmesh_remove` **(** :ref:`int` id **)** | +--------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void | :ref:`navmesh_set_transform` **(** :ref:`int` id, :ref:`Transform` xform **)** | +--------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ Member Variables ---------------- .. _class_Navigation_up_vector: - :ref:`Vector3` **up_vector** - Defines which direction is up. The default defines 0,1,0 as up which is the world up direction. To make this a ceiling use 0,-1,0 to define down as up. Description ----------- The Navigation node is used for basic or advanced navigation. By default it will automatically collect all child ``NavigationMesh`` resources, but they can also be added on the fly through scripting. It can be used for generating a simple path between two points or it can be used to ensure that a navigation agent is angled perfectly to the terrain it is navigating. Member Function Description --------------------------- .. _class_Navigation_get_closest_point: - :ref:`Vector3` **get_closest_point** **(** :ref:`Vector3` to_point **)** Returns the closest navigation point to the point passed. .. _class_Navigation_get_closest_point_normal: - :ref:`Vector3` **get_closest_point_normal** **(** :ref:`Vector3` to_point **)** Returns the surface normal of the navigation mesh at the point passed. For instance, if the point passed was at a 45 degree slope it would return something like (0.5,0.5,0). This is useful for rotating a navigation agent in accordance with the ``NavigationMesh``. .. _class_Navigation_get_closest_point_owner: - :ref:`Object` **get_closest_point_owner** **(** :ref:`Vector3` to_point **)** Returns the nearest ``NavigationMeshInstance`` to the point passed. .. _class_Navigation_get_closest_point_to_segment: - :ref:`Vector3` **get_closest_point_to_segment** **(** :ref:`Vector3` start, :ref:`Vector3` end, :ref:`bool` use_collision=false **)** Returns the nearest point to the line segment passed. The third optional parameter takes collisions into account. .. _class_Navigation_get_simple_path: - :ref:`PoolVector3Array` **get_simple_path** **(** :ref:`Vector3` start, :ref:`Vector3` end, :ref:`bool` optimize=true **)** Returns a path of points as a ``PoolVector3Array``. If ``optimize`` is false the ``NavigationMesh`` agent properties will be taken into account, otherwise it will return the nearest path and ignore agent radius, height, etc. .. _class_Navigation_navmesh_add: - :ref:`int` **navmesh_add** **(** :ref:`NavigationMesh` mesh, :ref:`Transform` xform, :ref:`Object` owner=null **)** Adds a ``NavigationMesh`` to the list of NavigationMesh's in this node. Returns an id. Its position, rotation and scale are associated with the ``Transform`` passed. The ``Node`` (or ``Object``) that owns this node is an optional parameter. .. _class_Navigation_navmesh_remove: - void **navmesh_remove** **(** :ref:`int` id **)** Removes a ``NavigationMesh`` from the list of NavigationMesh's in this node. .. _class_Navigation_navmesh_set_transform: - void **navmesh_set_transform** **(** :ref:`int` id, :ref:`Transform` xform **)** Associates a ``NavigationMesh``'s id with a ``Transform``. Its position, rotation and scale are based on the ``Transform`` passed.