Class reference
NavigationMesh
Inherits Resource
A navigation mesh that defines traversable areas and obstacles.
Description
A navigation mesh is a collection of polygons that define which areas of an environment are traversable to aid agents in pathfinding through complicated spaces.
Properties
float agent_height = 1.5
float agent_height = 1.5The minimum floor to ceiling height that will still allow the floor area to be considered walkable. Note: While baking, this value will be rounded up to the nearest multiple of cell_height.
float agent_max_climb = 0.25
float agent_max_climb = 0.25The minimum ledge height that is considered to still be traversable. Note: While baking, this value will be rounded down to the nearest multiple of cell_height.
float agent_max_slope = 45.0
float agent_max_slope = 45.0The maximum slope that is considered walkable, in degrees.
float agent_radius = 0.5
float agent_radius = 0.5The distance to erode/shrink the walkable area of the heightfield away from obstructions. Note: While baking, this value will be rounded up to the nearest multiple of cell_size. Note: The radius must be equal or higher than 0.0. If the radius is 0.0, it won't be possible to fix invalid outline overlaps and other precision errors during the baking process. As a result, some obstacles may be excluded incorrectly from the final navigation mesh, or may delete the navigation mesh's polygons.
float border_size = 0.0
float border_size = 0.0The size of the non-navigable border around the bake bounding area. In conjunction with the filter_baking_aabb and a edge_max_error value at 1.0 or below the border size can be used to bake tile aligned navigation meshes without the tile edges being shrunk by agent_radius. Note: If this value is not 0.0, it will be rounded up to the nearest multiple of cell_size during baking.
float cell_height = 0.25
float cell_height = 0.25The cell height used to rasterize the navigation mesh vertices on the Y axis. Must match with the cell height on the navigation map.
float cell_size = 0.25
float cell_size = 0.25The cell size used to rasterize the navigation mesh vertices on the XZ plane. Must match with the cell size on the navigation map.
float detail_sample_distance = 6.0
float detail_sample_distance = 6.0The sampling distance to use when generating the detail mesh, in cell unit.
float detail_sample_max_error = 1.0
float detail_sample_max_error = 1.0The maximum distance the detail mesh surface should deviate from heightfield, in cell unit.
float edge_max_error = 1.3
float edge_max_error = 1.3The maximum distance a simplified contour's border edges should deviate the original raw contour.
float edge_max_length = 0.0
float edge_max_length = 0.0The maximum allowed length for contour edges along the border of the mesh. A value of 0.0 disables this feature. Note: While baking, this value will be rounded up to the nearest multiple of cell_size.
AABB filter_baking_aabb = AABB(0, 0, 0, 0, 0, 0)
AABB filter_baking_aabb = AABB(0, 0, 0, 0, 0, 0)If the baking AABB has a volume the navigation mesh baking will be restricted to its enclosing area.
Vector3 filter_baking_aabb_offset = Vector3(0, 0, 0)
Vector3 filter_baking_aabb_offset = Vector3(0, 0, 0)The position offset applied to the filter_baking_aabb AABB.
bool filter_ledge_spans = false
bool filter_ledge_spans = falseIf true, marks spans that are ledges as non-walkable.
bool filter_low_hanging_obstacles = false
bool filter_low_hanging_obstacles = falseIf true, marks non-walkable spans as walkable if their maximum is within agent_max_climb of a walkable neighbor.
bool filter_walkable_low_height_spans = false
bool filter_walkable_low_height_spans = falseIf true, marks walkable spans as not walkable if the clearance above the span is less than agent_height.
int geometry_collision_mask = 4294967295
int geometry_collision_mask = 4294967295The physics layers to scan for static colliders. Only used when geometry_parsed_geometry_type is PARSED_GEOMETRY_STATIC_COLLIDERS or PARSED_GEOMETRY_BOTH.
int geometry_parsed_geometry_type = 2
int geometry_parsed_geometry_type = 2Determines which type of nodes will be parsed as geometry.
int geometry_source_geometry_mode = 0
int geometry_source_geometry_mode = 0The source of the geometry used when baking.
StringName geometry_source_group_name = &"navigation_mesh_source_group"
StringName geometry_source_group_name = &"navigation_mesh_source_group"The name of the group to scan for geometry. Only used when geometry_source_geometry_mode is SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN or SOURCE_GEOMETRY_GROUPS_EXPLICIT.
float region_merge_size = 20.0
float region_merge_size = 20.0Any regions with a size smaller than this will be merged with larger regions if possible. Note: This value will be squared to calculate the number of cells. For example, a value of 20 will set the number of cells to 400.
float region_min_size = 2.0
float region_min_size = 2.0The minimum size of a region for it to be created. Note: This value will be squared to calculate the minimum number of cells allowed to form isolated island areas. For example, a value of 8 will set the number of cells to 64.
int sample_partition_type = 0
int sample_partition_type = 0Partitioning algorithm for creating the navigation mesh polys.
float vertices_per_polygon = 6.0
float vertices_per_polygon = 6.0The maximum number of vertices allowed for polygons generated during the contour to polygon conversion process.
Methods
void add_polygon(PackedInt32Array polygon)
PackedInt32Array polygon)Adds a polygon using the indices of the vertices you get when calling get_vertices().
void clear()
Clears the internal arrays for vertices and polygon indices.
void clear_polygons()
Clears the array of polygons, but it doesn't clear the array of vertices.
void create_from_mesh(Mesh mesh)
Mesh mesh)Initializes the navigation mesh by setting the vertices and indices according to a Mesh. Note: The given mesh must be of type Mesh.PRIMITIVE_TRIANGLES and have an index array.
bool get_collision_mask_value(int layer_number) const
bool get_collision_mask_value(int layer_number) constReturns whether or not the specified layer of the geometry_collision_mask is enabled, given a layer_number between 1 and 32.
PackedInt32Array get_polygon(int idx)
PackedInt32Array get_polygon(int idx)Returns a PackedInt32Array containing the indices of the vertices of a created polygon.
int get_polygon_count() const
int get_polygon_count() constReturns the number of polygons in the navigation mesh.
PackedVector3Array get_vertices() const
PackedVector3Array get_vertices() constReturns a PackedVector3Array containing all the vertices being used to create the polygons.
void set_collision_mask_value(int layer_number, bool value)
int layer_number, bool value)Based on value, enables or disables the specified layer in the geometry_collision_mask, given a layer_number between 1 and 32.
void set_vertices(PackedVector3Array vertices)
PackedVector3Array vertices)Sets the vertices that can be then indexed to create polygons with the add_polygon() method.
Constants
SAMPLE_PARTITION_WATERSHED = 0
Watershed partitioning. Generally the best choice if you precompute the navigation mesh, use this if you have large open areas.
SAMPLE_PARTITION_MONOTONE = 1
Monotone partitioning. Use this if you want fast navigation mesh generation.
SAMPLE_PARTITION_LAYERS = 2
Layer partitioning. Good choice to use for tiled navigation mesh with medium and small sized tiles.
SAMPLE_PARTITION_MAX = 3
Represents the size of the SamplePartitionType enum.
PARSED_GEOMETRY_MESH_INSTANCES = 0
Parses mesh instances as geometry. This includes MeshInstance3D, CSGShape3D, and GridMap nodes.
PARSED_GEOMETRY_STATIC_COLLIDERS = 1
Parses StaticBody3D colliders as geometry. The collider should be in any of the layers specified by geometry_collision_mask.
PARSED_GEOMETRY_BOTH = 2
Both PARSED_GEOMETRY_MESH_INSTANCES and PARSED_GEOMETRY_STATIC_COLLIDERS.
PARSED_GEOMETRY_MAX = 3
Represents the size of the ParsedGeometryType enum.
SOURCE_GEOMETRY_ROOT_NODE_CHILDREN = 0
Scans the child nodes of the root node recursively for geometry.
SOURCE_GEOMETRY_GROUPS_WITH_CHILDREN = 1
Scans nodes in a group and their child nodes recursively for geometry. The group is specified by geometry_source_group_name.
SOURCE_GEOMETRY_GROUPS_EXPLICIT = 2
Uses nodes in a group for geometry. The group is specified by geometry_source_group_name.
SOURCE_GEOMETRY_MAX = 3
Represents the size of the SourceGeometryMode enum.