Expose NavigationAgent path postprocessing and pathfinding algorithm options

Exposes the path postprocessing and pathfinding algorithm options of the NavigationAgent internal NavigationPathQueryParameters object.
This commit is contained in:
smix8
2023-03-25 01:00:09 +01:00
parent 0291fcd7b6
commit 6e324bb341
6 changed files with 92 additions and 0 deletions

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@ -150,6 +150,12 @@
<member name="path_metadata_flags" type="int" setter="set_path_metadata_flags" getter="get_path_metadata_flags" enum="NavigationPathQueryParameters3D.PathMetadataFlags" default="7">
Additional information to return with the navigation path.
</member>
<member name="path_postprocessing" type="int" setter="set_path_postprocessing" getter="get_path_postprocessing" enum="NavigationPathQueryParameters3D.PathPostProcessing" default="0">
The path postprocessing applied to the raw path corridor found by the [member pathfinding_algorithm].
</member>
<member name="pathfinding_algorithm" type="int" setter="set_pathfinding_algorithm" getter="get_pathfinding_algorithm" enum="NavigationPathQueryParameters3D.PathfindingAlgorithm" default="0">
The pathfinding algorithm used in the path query.
</member>
<member name="radius" type="float" setter="set_radius" getter="get_radius" default="0.5">
The radius of the avoidance agent. This is the "body" of the avoidance agent and not the avoidance maneuver starting radius (which is controlled by [member neighbor_distance]).
Does not affect normal pathfinding. To change an actor's pathfinding radius bake [NavigationMesh] resources with a different [member NavigationMesh.agent_radius] property and use different navigation maps for each actor size.