Attached to a Scene a navigation component will act as a building block for all pathfinding requests and queries. It maintains for you navigation maps and common obstacles. Using the navigation API you can create offline a navigation mesh that will be used for future map creations and real-time updates.
All navigation start with a basic list of abilities that will dictate what type of movements can be performed. This set of Ability is then propagated to all Map maintained by the structure which in turn have a direct impact on the subsequent navigation queries evaluated at runtime.
See Also
Name | Description |
---|---|
ability_count | Total amount of possible Ability used to navigate Map. |
map_count | Amount of Map currently available for Navigation. |
obstacle_count | Total amount of Obstacle that can affect a navigation Map. |
scene | Parent Scene that maintains the active Navigation. |
geometry | Geometry information that are used to create the Navigation mesh. |
ability_default | Reference to the basic Ability necessary to travel around Map. |
Name | Description |
---|---|
cell_size | Specify the size of each cell. |
cell_height | Controls the maximum height of each cell. |
walkable_slope_angle | Maximum inclination (in degrees) of the slope all agents size should be able to climb. |
display_offset | Debug draw offset used by the editor to avoid Z-fighting in the viewport. |
draw_mode | Bit mask formed from DrawMode values used to debug draw the Navigation (editor only). |
Name | Description |
---|---|
Build | Build the Navigation mesh using the active config. and the current drawable object selection from its parent Scene. |
Clear | Clear the Navigation mesh. |
AddAbility | Create a new Ability. |
GetAbility | Retrieve an existing Navigation Ability using its name as key. |
GetAbilityAt | Retrieve an Ability reference by index. |
GetAbilityIndex | Return the internal list index of an Ability. |
RemoveAbility | Remove a specific Ability. |
RemoveAbilityAt | Remove an Ability using its index as key. |
SetDefaultAbility | Set the default Ability that all agent should be able to perform in order to find paths on a Map. |
SetDefaultAbilityAt | Helper to set the default Ability using an index. |
AddMap | Create a new Navigation Map. |
GetMap | Retrieve an existing Map using its name as key. |
GetMapAt | Retrieve a Map using its internal index. |
GetMapIndex | Return the internal index of a specific Map. |
RemoveMap | Remove a specific Map from the active Navigation. |
RemoveMapAt | Remove a Map by index. |
SwapMap | Remove a specific Map from the active Navigation. |
AddObstacle | Create a new Obstacle to apply on one or more Map. |
GetObstacle | Helper function to retrieve an Obstacle using by name. |
GetObstacleAt | Retrieve an Obstacle using its index as key. |
GetObstacleAtLocation | Retrieve an Obstacle located at a specific position. |
GetObstacleIndex | Return the index of a specific Obstacle. |
RemoveObstacle | Remove a specific Obstacle from the active Navigation. |
RemoveObstacleAt | Remove an Obstacle by index. |
Sync | Manually perform a synchronization steps to ensure that the tile cache of each Map have been updated. |
Update | Force the update of all maps. |
UpdateObstacles | Manually force the update of all obstacles. |
Debug draw mode flags used by the editor to visualize the different elements that are part of an existing Navigation structure.
fDrawMesh
: Draw the navigation mesh.fDrawMaps
: Draw all maps (individual Map visibility can be turned on/off, see the Map page).fDrawZones
: Draw all zones for each Map.fDrawObstacles
: Draw all obstacles.fDrawConnections
: Draw all connections.fDrawZonesNames
: Draw the name of each Zone.fDrawObstaclesNames
: Draw the name of each Obstacle.fDrawConnectionsNames
: Draw the name of each Connection.fDrawEnabled
: Global flag that enables or disable the Navigation debug draw.
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