Inherits: Resource < RefCounted < Object
A 2D navigation mesh that describes a traversable surface for pathfinding.
A navigation mesh can be created either by baking it with the help of the NavigationServer2D, or by adding vertices and convex polygon indices arrays manually.
To bake a navigation mesh at least one outline needs to be added that defines the outer bounds of the baked area.
var new_navigation_mesh = NavigationPolygon.new() var bounding_outline = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, 50), Vector2(50, 0)]) new_navigation_mesh.add_outline(bounding_outline) NavigationServer2D.bake_from_source_geometry_data(new_navigation_mesh, NavigationMeshSourceGeometryData2D.new()); $NavigationRegion2D.navigation_polygon = new_navigation_meshC#
var newNavigationMesh = new NavigationPolygon();
var boundingOutline = new Vector2[] { new Vector2(0, 0), new Vector2(0, 50), new Vector2(50, 50), new Vector2(50, 0) };
newNavigationMesh.AddOutline(boundingOutline);
NavigationServer2D.BakeFromSourceGeometryData(newNavigationMesh, new NavigationMeshSourceGeometryData2D());
GetNode<NavigationRegion2D>("NavigationRegion2D").NavigationPolygon = newNavigationMesh;
Adding vertices and polygon indices manually.
var new_navigation_mesh = NavigationPolygon.new() var new_vertices = PackedVector2Array([Vector2(0, 0), Vector2(0, 50), Vector2(50, 50), Vector2(50, 0)]) new_navigation_mesh.vertices = new_vertices var new_polygon_indices = PackedInt32Array([0, 1, 2, 3]) new_navigation_mesh.add_polygon(new_polygon_indices) $NavigationRegion2D.navigation_polygon = new_navigation_meshC#
var newNavigationMesh = new NavigationPolygon();
var newVertices = new Vector2[] { new Vector2(0, 0), new Vector2(0, 50), new Vector2(50, 50), new Vector2(50, 0) };
newNavigationMesh.Vertices = newVertices;
var newPolygonIndices = new int[] { 0, 1, 2, 3 };
newNavigationMesh.AddPolygon(newPolygonIndices);
GetNode<NavigationRegion2D>("NavigationRegion2D").NavigationPolygon = newNavigationMesh;
| ||
| ||
| ||
| ||
| ||
|
void | add_outline ( PackedVector2Array outline ) |
void | add_outline_at_index ( PackedVector2Array outline, int index ) |
void | add_polygon ( PackedInt32Array polygon ) |
void | clear ( ) |
void | clear_outlines ( ) |
void | clear_polygons ( ) |
get_outline ( int idx ) const | |
get_outline_count ( ) const | |
get_parsed_collision_mask_value ( int layer_number ) const | |
get_polygon ( int idx ) | |
get_polygon_count ( ) const | |
get_vertices ( ) const | |
void | |
void | remove_outline ( int idx ) |
void | set_outline ( int idx, PackedVector2Array outline ) |
void | set_parsed_collision_mask_value ( int layer_number, bool value ) |
void | set_vertices ( PackedVector2Array vertices ) |
0
Parses mesh instances as obstruction geometry. This includes Polygon2D, MeshInstance2D, MultiMeshInstance2D, and TileMap nodes.
Meshes are only parsed when they use a 2D vertices surface format.
1
Parses StaticBody2D and TileMap colliders as obstruction geometry. The collider should be in any of the layers specified by parsed_collision_mask.
2
Both PARSED_GEOMETRY_MESH_INSTANCES and PARSED_GEOMETRY_STATIC_COLLIDERS.
3
Represents the size of the ParsedGeometryType enum.
0
Scans the child nodes of the root node recursively for geometry.
1
Scans nodes in a group and their child nodes recursively for geometry. The group is specified by source_geometry_group_name.
2
Uses nodes in a group for geometry. The group is specified by source_geometry_group_name.
3
Represents the size of the SourceGeometryMode enum.
10.0
The distance to erode/shrink the walkable surface when baking the navigation mesh.
1.0
The cell size used to rasterize the navigation mesh vertices. Must match with the cell size on the navigation map.
4294967295
The physics layers to scan for static colliders.
Only used when parsed_geometry_type is PARSED_GEOMETRY_STATIC_COLLIDERS or PARSED_GEOMETRY_BOTH.
2
Determines which type of nodes will be parsed as geometry. See ParsedGeometryType for possible values.
&"navigation_polygon_source_geometry_group"
The group name of nodes that should be parsed for baking source geometry.
Only used when source_geometry_mode is SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN or SOURCE_GEOMETRY_GROUPS_EXPLICIT.
0
The source of the geometry used when baking. See SourceGeometryMode for possible values.
Appends a PackedVector2Array that contains the vertices of an outline to the internal array that contains all the outlines.
Adds a PackedVector2Array that contains the vertices of an outline to the internal array that contains all the outlines at a fixed position.
Adds a polygon using the indices of the vertices you get when calling get_vertices.
Clears the internal arrays for vertices and polygon indices.
Clears the array of the outlines, but it doesn't clear the vertices and the polygons that were created by them.
Clears the array of polygons, but it doesn't clear the array of outlines and vertices.
Returns the NavigationMesh resulting from this navigation polygon. This navigation mesh can be used to update the navigation mesh of a region with the NavigationServer3D.region_set_navigation_mesh API directly (as 2D uses the 3D server behind the scene).
Returns a PackedVector2Array containing the vertices of an outline that was created in the editor or by script.
Returns the number of outlines that were created in the editor or by script.
Returns whether or not the specified layer of the parsed_collision_mask is enabled, given a layer_number between 1 and 32.
Returns a PackedInt32Array containing the indices of the vertices of a created polygon.
Returns the count of all polygons.
Returns a PackedVector2Array containing all the vertices being used to create the polygons.
Creates polygons from the outlines added in the editor or by script.
Deprecated. This function is deprecated, and might be removed in a future release. Use NavigationServer2D.parse_source_geometry_data and NavigationServer2D.bake_from_source_geometry_data instead.
Removes an outline created in the editor or by script. You have to call make_polygons_from_outlines for the polygons to update.
Changes an outline created in the editor or by script. You have to call make_polygons_from_outlines for the polygons to update.
Based on value, enables or disables the specified layer in the parsed_collision_mask, given a layer_number between 1 and 32.
Sets the vertices that can be then indexed to create polygons with the add_polygon method.
© 2014–present Juan Linietsky, Ariel Manzur and the Godot community
Licensed under the Creative Commons Attribution Unported License v3.0.
https://docs.godotengine.org/en/4.2/classes/class_navigationpolygon.html