Struct godot::classes::NavigationServer3D

#[repr(C)]
pub struct NavigationServer3D { /* private fields */ }
Available on crate feature experimental-godot-api only.
Expand description

Godot class NavigationServer3D.

Inherits Object.

Related symbols:

See also Godot docs for NavigationServer3D.

§Singleton

This class is a singleton. You can get the one instance using NavigationServer3D::singleton().

Implementations§

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impl NavigationServer3D

pub fn singleton() -> Gd<NavigationServer3D>

pub fn get_maps(&self) -> Array<Rid>

pub fn map_create(&mut self) -> Rid

pub fn map_set_active(&mut self, map: Rid, active: bool)

pub fn map_is_active(&self, map: Rid) -> bool

pub fn map_set_up(&mut self, map: Rid, up: Vector3)

pub fn map_get_up(&self, map: Rid) -> Vector3

pub fn map_set_cell_size(&mut self, map: Rid, cell_size: f32)

pub fn map_get_cell_size(&self, map: Rid) -> f32

pub fn map_set_cell_height(&mut self, map: Rid, cell_height: f32)

pub fn map_get_cell_height(&self, map: Rid) -> f32

pub fn map_set_merge_rasterizer_cell_scale(&mut self, map: Rid, scale: f32)

pub fn map_get_merge_rasterizer_cell_scale(&self, map: Rid) -> f32

pub fn map_set_use_edge_connections(&mut self, map: Rid, enabled: bool)

pub fn map_get_use_edge_connections(&self, map: Rid) -> bool

pub fn map_set_edge_connection_margin(&mut self, map: Rid, margin: f32)

pub fn map_get_edge_connection_margin(&self, map: Rid) -> f32

pub fn map_get_path( &self, map: Rid, origin: Vector3, destination: Vector3, optimize: bool, ) -> PackedVector3Array

pub fn map_get_path_ex( &self, map: Rid, origin: Vector3, destination: Vector3, optimize: bool, ) -> ExMapGetPath<'_>

pub fn map_get_closest_point_to_segment( &self, map: Rid, start: Vector3, end: Vector3, ) -> Vector3

pub fn map_get_closest_point_to_segment_ex( &self, map: Rid, start: Vector3, end: Vector3, ) -> ExMapGetClosestPointToSegment<'_>

pub fn map_get_closest_point(&self, map: Rid, to_point: Vector3) -> Vector3

pub fn map_get_closest_point_normal( &self, map: Rid, to_point: Vector3, ) -> Vector3

pub fn map_get_closest_point_owner(&self, map: Rid, to_point: Vector3) -> Rid

pub fn map_get_regions(&self, map: Rid) -> Array<Rid>

pub fn map_get_agents(&self, map: Rid) -> Array<Rid>

pub fn map_get_obstacles(&self, map: Rid) -> Array<Rid>

pub fn map_force_update(&mut self, map: Rid)

pub fn map_get_iteration_id(&self, map: Rid) -> u32

pub fn map_get_random_point( &self, map: Rid, navigation_layers: u32, uniformly: bool, ) -> Vector3

pub fn query_path( &self, parameters: Gd<NavigationPathQueryParameters3D>, result: Gd<NavigationPathQueryResult3D>, )

pub fn region_create(&mut self) -> Rid

pub fn region_set_enabled(&mut self, region: Rid, enabled: bool)

pub fn region_get_enabled(&self, region: Rid) -> bool

pub fn region_set_use_edge_connections(&mut self, region: Rid, enabled: bool)

pub fn region_get_use_edge_connections(&self, region: Rid) -> bool

pub fn region_set_enter_cost(&mut self, region: Rid, enter_cost: f32)

pub fn region_get_enter_cost(&self, region: Rid) -> f32

pub fn region_set_travel_cost(&mut self, region: Rid, travel_cost: f32)

pub fn region_get_travel_cost(&self, region: Rid) -> f32

pub fn region_set_owner_id(&mut self, region: Rid, owner_id: u64)

pub fn region_get_owner_id(&self, region: Rid) -> u64

pub fn region_owns_point(&self, region: Rid, point: Vector3) -> bool

pub fn region_set_map(&mut self, region: Rid, map: Rid)

pub fn region_get_map(&self, region: Rid) -> Rid

pub fn region_set_navigation_layers( &mut self, region: Rid, navigation_layers: u32, )

pub fn region_get_navigation_layers(&self, region: Rid) -> u32

pub fn region_set_transform(&mut self, region: Rid, transform: Transform3D)

pub fn region_get_transform(&self, region: Rid) -> Transform3D

pub fn region_set_navigation_mesh( &mut self, region: Rid, navigation_mesh: Gd<NavigationMesh>, )

pub fn region_bake_navigation_mesh( &mut self, navigation_mesh: Gd<NavigationMesh>, root_node: Gd<Node>, )

pub fn region_get_connections_count(&self, region: Rid) -> i32

pub fn region_get_connection_pathway_start( &self, region: Rid, connection: i32, ) -> Vector3

pub fn region_get_connection_pathway_end( &self, region: Rid, connection: i32, ) -> Vector3

pub fn region_get_random_point( &self, region: Rid, navigation_layers: u32, uniformly: bool, ) -> Vector3

pub fn agent_create(&mut self) -> Rid

pub fn agent_set_avoidance_enabled(&mut self, agent: Rid, enabled: bool)

pub fn agent_get_avoidance_enabled(&self, agent: Rid) -> bool

pub fn agent_set_use_3d_avoidance(&mut self, agent: Rid, enabled: bool)

pub fn agent_get_use_3d_avoidance(&self, agent: Rid) -> bool

pub fn agent_set_map(&mut self, agent: Rid, map: Rid)

pub fn agent_get_map(&self, agent: Rid) -> Rid

pub fn agent_set_paused(&mut self, agent: Rid, paused: bool)

pub fn agent_get_paused(&self, agent: Rid) -> bool

pub fn agent_set_neighbor_distance(&mut self, agent: Rid, distance: f32)

pub fn agent_get_neighbor_distance(&self, agent: Rid) -> f32

pub fn agent_set_max_neighbors(&mut self, agent: Rid, count: i32)

pub fn agent_get_max_neighbors(&self, agent: Rid) -> i32

pub fn agent_set_time_horizon_agents(&mut self, agent: Rid, time_horizon: f32)

pub fn agent_get_time_horizon_agents(&self, agent: Rid) -> f32

pub fn agent_set_time_horizon_obstacles( &mut self, agent: Rid, time_horizon: f32, )

pub fn agent_get_time_horizon_obstacles(&self, agent: Rid) -> f32

pub fn agent_set_radius(&mut self, agent: Rid, radius: f32)

pub fn agent_get_radius(&self, agent: Rid) -> f32

pub fn agent_set_height(&mut self, agent: Rid, height: f32)

pub fn agent_get_height(&self, agent: Rid) -> f32

pub fn agent_set_max_speed(&mut self, agent: Rid, max_speed: f32)

pub fn agent_get_max_speed(&self, agent: Rid) -> f32

pub fn agent_set_velocity_forced(&mut self, agent: Rid, velocity: Vector3)

pub fn agent_set_velocity(&mut self, agent: Rid, velocity: Vector3)

pub fn agent_get_velocity(&self, agent: Rid) -> Vector3

pub fn agent_set_position(&mut self, agent: Rid, position: Vector3)

pub fn agent_get_position(&self, agent: Rid) -> Vector3

pub fn agent_is_map_changed(&self, agent: Rid) -> bool

pub fn agent_set_avoidance_callback(&mut self, agent: Rid, callback: Callable)

pub fn agent_has_avoidance_callback(&self, agent: Rid) -> bool

pub fn agent_set_avoidance_layers(&mut self, agent: Rid, layers: u32)

pub fn agent_get_avoidance_layers(&self, agent: Rid) -> u32

pub fn agent_set_avoidance_mask(&mut self, agent: Rid, mask: u32)

pub fn agent_get_avoidance_mask(&self, agent: Rid) -> u32

pub fn agent_set_avoidance_priority(&mut self, agent: Rid, priority: f32)

pub fn agent_get_avoidance_priority(&self, agent: Rid) -> f32

pub fn obstacle_create(&mut self) -> Rid

pub fn obstacle_set_avoidance_enabled(&mut self, obstacle: Rid, enabled: bool)

pub fn obstacle_get_avoidance_enabled(&self, obstacle: Rid) -> bool

pub fn obstacle_set_use_3d_avoidance(&mut self, obstacle: Rid, enabled: bool)

pub fn obstacle_get_use_3d_avoidance(&self, obstacle: Rid) -> bool

pub fn obstacle_set_map(&mut self, obstacle: Rid, map: Rid)

pub fn obstacle_get_map(&self, obstacle: Rid) -> Rid

pub fn obstacle_set_paused(&mut self, obstacle: Rid, paused: bool)

pub fn obstacle_get_paused(&self, obstacle: Rid) -> bool

pub fn obstacle_set_radius(&mut self, obstacle: Rid, radius: f32)

pub fn obstacle_get_radius(&self, obstacle: Rid) -> f32

pub fn obstacle_set_height(&mut self, obstacle: Rid, height: f32)

pub fn obstacle_get_height(&self, obstacle: Rid) -> f32

pub fn obstacle_set_velocity(&mut self, obstacle: Rid, velocity: Vector3)

pub fn obstacle_get_velocity(&self, obstacle: Rid) -> Vector3

pub fn obstacle_set_position(&mut self, obstacle: Rid, position: Vector3)

pub fn obstacle_get_position(&self, obstacle: Rid) -> Vector3

pub fn obstacle_set_vertices( &mut self, obstacle: Rid, vertices: PackedVector3Array, )

pub fn obstacle_get_vertices(&self, obstacle: Rid) -> PackedVector3Array

pub fn obstacle_set_avoidance_layers(&mut self, obstacle: Rid, layers: u32)

pub fn obstacle_get_avoidance_layers(&self, obstacle: Rid) -> u32

pub fn parse_source_geometry_data( &mut self, navigation_mesh: Gd<NavigationMesh>, source_geometry_data: Gd<NavigationMeshSourceGeometryData3D>, root_node: Gd<Node>, )

pub fn parse_source_geometry_data_ex( &mut self, navigation_mesh: Gd<NavigationMesh>, source_geometry_data: Gd<NavigationMeshSourceGeometryData3D>, root_node: Gd<Node>, ) -> ExParseSourceGeometryData<'_>

pub fn bake_from_source_geometry_data( &mut self, navigation_mesh: Gd<NavigationMesh>, source_geometry_data: Gd<NavigationMeshSourceGeometryData3D>, )

pub fn bake_from_source_geometry_data_ex( &mut self, navigation_mesh: Gd<NavigationMesh>, source_geometry_data: Gd<NavigationMeshSourceGeometryData3D>, ) -> ExBakeFromSourceGeometryData<'_>

pub fn bake_from_source_geometry_data_async( &mut self, navigation_mesh: Gd<NavigationMesh>, source_geometry_data: Gd<NavigationMeshSourceGeometryData3D>, )

pub fn bake_from_source_geometry_data_async_ex( &mut self, navigation_mesh: Gd<NavigationMesh>, source_geometry_data: Gd<NavigationMeshSourceGeometryData3D>, ) -> ExBakeFromSourceGeometryDataAsync<'_>

pub fn is_baking_navigation_mesh( &self, navigation_mesh: Gd<NavigationMesh>, ) -> bool

pub fn source_geometry_parser_create(&mut self) -> Rid

pub fn source_geometry_parser_set_callback( &mut self, parser: Rid, callback: Callable, )

pub fn simplify_path( &mut self, path: PackedVector3Array, epsilon: f32, ) -> PackedVector3Array

pub fn free_rid(&mut self, rid: Rid)

pub fn set_active(&mut self, active: bool)

pub fn set_debug_enabled(&mut self, enabled: bool)

pub fn get_debug_enabled(&self) -> bool

pub fn get_process_info(&self, process_info: ProcessInfo) -> i32

Methods from Deref<Target = Object>§

pub fn get_class(&self) -> GString

pub fn is_class(&self, class: GString) -> bool

pub fn set(&mut self, property: StringName, value: Variant)

pub fn get(&self, property: StringName) -> Variant

pub fn set_indexed(&mut self, property_path: NodePath, value: Variant)

pub fn get_indexed(&self, property_path: NodePath) -> Variant

pub fn get_property_list(&self) -> Array<Dictionary>

pub fn get_method_list(&self) -> Array<Dictionary>

pub fn property_can_revert(&self, property: StringName) -> bool

pub fn property_get_revert(&self, property: StringName) -> Variant

pub fn set_script(&mut self, script: Variant)

pub fn get_script(&self) -> Variant

pub fn set_meta(&mut self, name: StringName, value: Variant)

pub fn remove_meta(&mut self, name: StringName)

pub fn get_meta(&self, name: StringName) -> Variant

pub fn get_meta_ex(&self, name: StringName) -> ExGetMeta<'_>

pub fn has_meta(&self, name: StringName) -> bool

pub fn get_meta_list(&self) -> Array<StringName>

pub fn add_user_signal(&mut self, signal: GString)

pub fn add_user_signal_ex(&mut self, signal: GString) -> ExAddUserSignal<'_>

pub fn has_user_signal(&self, signal: StringName) -> bool

pub fn remove_user_signal(&mut self, signal: StringName)

pub fn emit_signal(&mut self, signal: StringName, varargs: &[Variant]) -> Error

§Panics

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will panic in such a case.

pub fn try_emit_signal( &mut self, signal: StringName, varargs: &[Variant], ) -> Result<Error, CallError>

§Return type

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will return Err in such a case.

pub fn call(&mut self, method: StringName, varargs: &[Variant]) -> Variant

§Panics

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will panic in such a case.

pub fn try_call( &mut self, method: StringName, varargs: &[Variant], ) -> Result<Variant, CallError>

§Return type

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will return Err in such a case.

pub fn call_deferred( &mut self, method: StringName, varargs: &[Variant], ) -> Variant

§Panics

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will panic in such a case.

pub fn try_call_deferred( &mut self, method: StringName, varargs: &[Variant], ) -> Result<Variant, CallError>

§Return type

This is a varcall method, meaning parameters and return values are passed as Variant. It can detect call failures and will return Err in such a case.

pub fn set_deferred(&mut self, property: StringName, value: Variant)

pub fn callv(&mut self, method: StringName, arg_array: OutArray) -> Variant

pub fn has_method(&self, method: StringName) -> bool

pub fn get_method_argument_count(&self, method: StringName) -> i32

pub fn has_signal(&self, signal: StringName) -> bool

pub fn get_signal_list(&self) -> Array<Dictionary>

pub fn get_signal_connection_list( &self, signal: StringName, ) -> Array<Dictionary>

pub fn get_incoming_connections(&self) -> Array<Dictionary>

pub fn connect(&mut self, signal: StringName, callable: Callable) -> Error

pub fn connect_ex( &mut self, signal: StringName, callable: Callable, ) -> ExConnect<'_>

pub fn disconnect(&mut self, signal: StringName, callable: Callable)

pub fn is_connected(&self, signal: StringName, callable: Callable) -> bool

pub fn set_block_signals(&mut self, enable: bool)

pub fn is_blocking_signals(&self) -> bool

pub fn notify_property_list_changed(&mut self)

pub fn set_message_translation(&mut self, enable: bool)

pub fn can_translate_messages(&self) -> bool

pub fn tr(&self, message: StringName) -> GString

pub fn tr_ex(&self, message: StringName) -> ExTr<'_>

pub fn tr_n( &self, message: StringName, plural_message: StringName, n: i32, ) -> GString

pub fn tr_n_ex( &self, message: StringName, plural_message: StringName, n: i32, ) -> ExTrN<'_>

pub fn is_queued_for_deletion(&self) -> bool

pub fn cancel_free(&mut self)

pub fn notify(&mut self, what: ObjectNotification)

⚠️ Sends a Godot notification to all classes inherited by the object.

Triggers calls to on_notification(), and depending on the notification, also to Godot’s lifecycle callbacks such as ready().

Starts from the highest ancestor (the Object class) and goes down the hierarchy. See also Godot docs for Object::notification().

§Panics

If you call this method on a user-defined object while holding a GdRef or GdMut guard on the instance, you will encounter a panic. The reason is that the receiving virtual method on_notification() acquires a GdMut lock dynamically, which must be exclusive.

pub fn notify_reversed(&mut self, what: ObjectNotification)

⚠️ Like Self::notify(), but starts at the most-derived class and goes up the hierarchy.

See docs of that method, including the panics.

Trait Implementations§

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impl Bounds for NavigationServer3D

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type Memory = MemManual

Defines the memory strategy of the static type.
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type Declarer = DeclEngine

Whether this class is a core Godot class provided by the engine, or declared by the user as a Rust struct.
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impl Debug for NavigationServer3D

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Deref for NavigationServer3D

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type Target = Object

The resulting type after dereferencing.
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fn deref(&self) -> &<NavigationServer3D as Deref>::Target

Dereferences the value.
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impl DerefMut for NavigationServer3D

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fn deref_mut(&mut self) -> &mut <NavigationServer3D as Deref>::Target

Mutably dereferences the value.
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impl GodotClass for NavigationServer3D

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type Base = Object

The immediate superclass of T. This is always a Godot engine class.
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fn class_name() -> ClassName

The name of the class, under which it is registered in Godot. Read more
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const INIT_LEVEL: InitLevel = crate::init::InitLevel::Servers

Initialization level, during which this class should be initialized with Godot. Read more
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fn inherits<U>() -> bool
where U: GodotClass,

Returns whether Self inherits from U. Read more
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impl Inherits<Object> for NavigationServer3D

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where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.
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impl<T> Inherits<T> for T
where T: GodotClass,