Up to date
This page is up to date for Godot 4.3
.
If you still find outdated information, please open an issue.
NavigationObstacle3D¶
Experimental: This class may be changed or removed in future versions.
Inherits: Node3D < Node < Object
3D obstacle used to affect navigation mesh baking or constrain velocities of avoidance controlled agents.
Description¶
An obstacle needs a navigation map and outline vertices defined to work correctly. The outlines can not cross or overlap and are restricted to a plane projection. This means the y-axis of the vertices is ignored, instead the obstacle's global y-axis position is used for placement. The projected shape is extruded by the obstacles height along the y-axis.
Obstacles can be included in the navigation mesh baking process when affect_navigation_mesh is enabled. They do not add walkable geometry, instead their role is to discard other source geometry inside the shape. This can be used to prevent navigation mesh from appearing in unwanted places, e.g. inside "solid" geometry or on top of it. If carve_navigation_mesh is enabled the baked shape will not be affected by offsets of the navigation mesh baking, e.g. the agent radius.
With avoidance_enabled the obstacle can constrain the avoidance velocities of avoidance using agents. If the obstacle's vertices are wound in clockwise order, avoidance agents will be pushed in by the obstacle, otherwise, avoidance agents will be pushed out. Obstacles using vertices and avoidance can warp to a new position but should not be moved every single frame as each change requires a rebuild of the avoidance map.
Tutorials¶
Properties¶
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
||
|
Methods¶
get_avoidance_layer_value(layer_number: int) const |
|
get_navigation_map() const |
|
get_rid() const |
|
void |
set_avoidance_layer_value(layer_number: int, value: bool) |
void |
set_navigation_map(navigation_map: RID) |
Property Descriptions¶
bool affect_navigation_mesh = false
🔗
If enabled and parsed in a navigation mesh baking process the obstacle will discard source geometry inside its vertices and height defined shape.
bool avoidance_enabled = true
🔗
If true
the obstacle affects avoidance using agents.
A bitfield determining the avoidance layers for this obstacle. Agents with a matching bit on the their avoidance mask will avoid this obstacle.
bool carve_navigation_mesh = false
🔗
If enabled the obstacle vertices will carve into the baked navigation mesh with the shape unaffected by additional offsets (e.g. agent radius).
It will still be affected by further postprocessing of the baking process, like edge and polygon simplification.
Requires affect_navigation_mesh to be enabled.
Sets the obstacle height used in 2D avoidance. 2D avoidance using agent's ignore obstacles that are below or above them.
Sets the avoidance radius for the obstacle.
bool use_3d_avoidance = false
🔗
If true
the obstacle affects 3D avoidance using agent's with obstacle radius.
If false
the obstacle affects 2D avoidance using agent's with both obstacle vertices as well as obstacle radius.
Vector3 velocity = Vector3(0, 0, 0)
🔗
Sets the wanted velocity for the obstacle so other agent's can better predict the obstacle if it is moved with a velocity regularly (every frame) instead of warped to a new position. Does only affect avoidance for the obstacles radius. Does nothing for the obstacles static vertices.
PackedVector3Array vertices = PackedVector3Array()
🔗
void set_vertices(value: PackedVector3Array)
PackedVector3Array get_vertices()
The outline vertices of the obstacle. If the vertices are winded in clockwise order agents will be pushed in by the obstacle, else they will be pushed out. Outlines can not be crossed or overlap. Should the vertices using obstacle be warped to a new position agent's can not predict this movement and may get trapped inside the obstacle.
Note: The returned array is copied and any changes to it will not update the original property value. See PackedVector3Array for more details.
Method Descriptions¶
bool get_avoidance_layer_value(layer_number: int) const 🔗
Returns whether or not the specified layer of the avoidance_layers bitmask is enabled, given a layer_number
between 1 and 32.
RID get_navigation_map() const 🔗
Returns the RID of the navigation map for this NavigationObstacle node. This function returns always the map set on the NavigationObstacle node and not the map of the abstract obstacle on the NavigationServer. If the obstacle map is changed directly with the NavigationServer API the NavigationObstacle node will not be aware of the map change. Use set_navigation_map to change the navigation map for the NavigationObstacle and also update the obstacle on the NavigationServer.
Returns the RID of this obstacle on the NavigationServer3D.
void set_avoidance_layer_value(layer_number: int, value: bool) 🔗
Based on value
, enables or disables the specified layer in the avoidance_layers bitmask, given a layer_number
between 1 and 32.
void set_navigation_map(navigation_map: RID) 🔗
Sets the RID of the navigation map this NavigationObstacle node should use and also updates the obstacle
on the NavigationServer.