godot/doc/classes/Navigation2D.xml

59 lines
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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="Navigation2D" inherits="Node2D" version="4.0">
<brief_description>
2D navigation and pathfinding node.
</brief_description>
<description>
Navigation2D provides navigation and pathfinding within a 2D area, specified as a collection of [NavigationPolygon] resources. These are automatically collected from child [NavigationRegion2D] nodes.
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_closest_point" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="to_point" type="Vector2">
</argument>
<description>
Returns the point closest to the provided [code]to_point[/code] on the navigation mesh surface.
</description>
</method>
<method name="get_closest_point_owner" qualifiers="const">
<return type="RID">
</return>
<argument index="0" name="to_point" type="Vector2">
</argument>
<description>
Returns the owner region RID for the point returned by [method get_closest_point].
</description>
</method>
<method name="get_rid" qualifiers="const">
<return type="RID">
</return>
<description>
</description>
</method>
<method name="get_simple_path" qualifiers="const">
<return type="PackedVector2Array">
</return>
<argument index="0" name="start" type="Vector2">
</argument>
<argument index="1" name="end" type="Vector2">
</argument>
<argument index="2" name="optimize" type="bool" default="true">
</argument>
<description>
Returns the path between two given points. Points are in local coordinate space. If [code]optimize[/code] is [code]true[/code] (the default), the path is smoothed by merging path segments where possible.
</description>
</method>
</methods>
<members>
<member name="cell_size" type="float" setter="set_cell_size" getter="get_cell_size" default="10.0">
</member>
<member name="edge_connection_margin" type="float" setter="set_edge_connection_margin" getter="get_edge_connection_margin" default="100.0">
</member>
</members>
<constants>
</constants>
</class>