2D navigation and pathfinding node.
|Vector2||get_closest_point ( Vector2 to_point )|
|Object||get_closest_point_owner ( Vector2 to_point )|
|PoolVector2Array||get_simple_path ( Vector2 start, Vector2 end, bool optimize=true )|
|int||navpoly_add ( NavigationPolygon mesh, Transform2D xform, Object owner=null )|
|void||navpoly_remove ( int id )|
|void||navpoly_set_transform ( int id, Transform2D xform )|
Navigation2D provides navigation and pathfinding within a 2D area, specified as a collection of NavigationPolygon resources. By default these are automatically collected from child NavigationPolygonInstance nodes, but they can also be added on the fly with navpoly_add.
Returns the navigation point closest to the point given. Points are in local coordinate space.
Returns the owner of the NavigationPolygon which contains the navigation point closest to the point given. This is usually a NavigtionPolygonInstance. For polygons added via navpoly_add, returns the owner that was given (or
null if the
owner parameter was omitted).
Returns the path between two given points. Points are in local coordinate space. If
true (the default), the path is smoothed by merging path segments where possible.
Adds a NavigationPolygon. Returns an ID for use with navpoly_remove or navpoly_set_transform. If given, a Transform2D is applied to the polygon. The optional
owner is used as return value for get_closest_point_owner.
Removes the NavigationPolygon with the given ID.
Sets the transform applied to the NavigationPolygon with the given ID.
© 2014–2018 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.