Documentation ¶
Overview ¶
Package NavigationMeshGenerator provides methods for working with NavigationMeshGenerator object instances.
Index ¶
- func Advanced() class
- func Bake(navigation_mesh [1]gdclass.NavigationMesh, root_node [1]gdclass.Node)
- func BakeFromSourceGeometryData(navigation_mesh [1]gdclass.NavigationMesh, ...)
- func Clear(navigation_mesh [1]gdclass.NavigationMesh)
- func ParseSourceGeometryData(navigation_mesh [1]gdclass.NavigationMesh, ...)
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func Advanced ¶
func Advanced() class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
func Bake ¶
func Bake(navigation_mesh [1]gdclass.NavigationMesh, root_node [1]gdclass.Node)
Bakes the [param navigation_mesh] with source geometry collected starting from the [param root_node].
func BakeFromSourceGeometryData ¶
func BakeFromSourceGeometryData(navigation_mesh [1]gdclass.NavigationMesh, source_geometry_data [1]gdclass.NavigationMeshSourceGeometryData3D)
Bakes the provided [param navigation_mesh] with the data from the provided [param source_geometry_data]. After the process is finished the optional [param callback] will be called.
func Clear ¶
func Clear(navigation_mesh [1]gdclass.NavigationMesh)
Removes all polygons and vertices from the provided [param navigation_mesh] resource.
func ParseSourceGeometryData ¶
func ParseSourceGeometryData(navigation_mesh [1]gdclass.NavigationMesh, source_geometry_data [1]gdclass.NavigationMeshSourceGeometryData3D, root_node [1]gdclass.Node)
Parses the [SceneTree] for source geometry according to the properties of [param navigation_mesh]. Updates the provided [param source_geometry_data] resource with the resulting data. The resource can then be used to bake a navigation mesh with [method bake_from_source_geometry_data]. After the process is finished the optional [param callback] will be called. [b]Note:[/b] This function needs to run on the main thread or with a deferred call as the SceneTree is not thread-safe. [b]Performance:[/b] While convenient, reading data arrays from [Mesh] resources can affect the frame rate negatively. The data needs to be received from the GPU, stalling the [RenderingServer] in the process. For performance prefer the use of e.g. collision shapes or creating the data arrays entirely in code.
Types ¶
This section is empty.