Stride

OPEN / CLOSE
  • Features
  • Blog
  • Documentation
  • Community
(icon) Download

  • Discord
  • Facebook
  • Twitter
  • YouTube

LANGUAGE

OPEN / CLOSE
  • English
  • 日本語
    Show / Hide Table of Contents

    DynamicNavigationMeshSystem Class

    Namespace: Stride.Navigation
    Assembly: Stride.Navigation.dll

    System that handles building of navigation meshes at runtime

    System.Object → DisposeBase → ComponentBase → GameSystemBase → GameSystem → DynamicNavigationMeshSystem
    Derived from DynamicNavigationMeshSystem:

    public class DynamicNavigationMeshSystem : GameSystem, IDisposable, ICollectorHolder, IGameSystemBase, IComponent, IReferencable, IUpdateable, IDrawable, IContentable
    Name Description
    Constructors
    DynamicNavigationMeshSystem(IServiceRegistry)
    Properties
    AutomaticRebuild

    If true, this will automatically rebuild on addition/removal of static collider components

    BuildSettings

    Build settings used by Recast

    CurrentNavigationMesh

    The most recently built navigation mesh

    Groups

    Settings for agents used with the dynamic navigation mesh

    IncludedCollisionGroups

    Collision filter that indicates which colliders are used in navmesh generation

    Methods
    Initialize()
    InitializeSettingsFromGameSettings(GameSettings)

    Copies the default settings from the GameSettings for building navigation

    Rebuild()

    Starts an asynchronous rebuild of the navigation mesh

    Update(GameTime)
    Events
    NavigationMeshUpdated

    Raised when the navigation mesh for the current scene is updated

    | Improve this Doc View Source

    Constructors


    DynamicNavigationMeshSystem(IServiceRegistry)

    public DynamicNavigationMeshSystem(IServiceRegistry registry)
    Parameters
    Type Name Description
    IServiceRegistry registry
    | Improve this Doc View Source

    Properties


    AutomaticRebuild

    If true, this will automatically rebuild on addition/removal of static collider components

    [DataMember(5)]
    public bool AutomaticRebuild { get; set; }
    Property Value
    Type Description
    System.Boolean

    BuildSettings

    Build settings used by Recast

    [DataMember(20)]
    public NavigationMeshBuildSettings BuildSettings { get; set; }
    Property Value
    Type Description
    NavigationMeshBuildSettings

    CurrentNavigationMesh

    The most recently built navigation mesh

    public NavigationMesh CurrentNavigationMesh { get; }
    Property Value
    Type Description
    NavigationMesh

    Groups

    Settings for agents used with the dynamic navigation mesh

    [DataMember(30)]
    public List<NavigationMeshGroup> Groups { get; }
    Property Value
    Type Description
    System.Collections.Generic.List<NavigationMeshGroup>

    IncludedCollisionGroups

    Collision filter that indicates which colliders are used in navmesh generation

    [DataMember(10)]
    public CollisionFilterGroupFlags IncludedCollisionGroups { get; set; }
    Property Value
    Type Description
    CollisionFilterGroupFlags
    | Improve this Doc View Source

    Methods


    Initialize()

    public override void Initialize()
    Overrides
    GameSystemBase.Initialize()

    InitializeSettingsFromGameSettings(GameSettings)

    Copies the default settings from the GameSettings for building navigation

    public void InitializeSettingsFromGameSettings(GameSettings gameSettings)
    Parameters
    Type Name Description
    GameSettings gameSettings

    Rebuild()

    Starts an asynchronous rebuild of the navigation mesh

    public async Task<NavigationMeshBuildResult> Rebuild()
    Returns
    Type Description
    System.Threading.Tasks.Task<NavigationMeshBuildResult>

    Update(GameTime)

    public override void Update(GameTime gameTime)
    Parameters
    Type Name Description
    GameTime gameTime
    Overrides
    GameSystemBase.Update(GameTime)
    | Improve this Doc View Source

    Events


    NavigationMeshUpdated

    Raised when the navigation mesh for the current scene is updated

    public event EventHandler<NavigationMeshUpdatedEventArgs> NavigationMeshUpdated
    Event Type
    Type Description
    System.EventHandler<NavigationMeshUpdatedEventArgs>

    Inherited Members

    GameSystem.Game
    GameSystemBase.Services
    GameSystemBase.Content
    GameSystemBase.GraphicsDevice
    GameSystemBase.DrawOrderChanged
    GameSystemBase.VisibleChanged
    GameSystemBase.BeginDraw()
    GameSystemBase.Draw(GameTime)
    GameSystemBase.EndDraw()
    GameSystemBase.Visible
    GameSystemBase.DrawOrder
    GameSystemBase.InitGraphicsDeviceService()
    GameSystemBase.EnabledChanged
    GameSystemBase.UpdateOrderChanged
    GameSystemBase.Enabled
    GameSystemBase.UpdateOrder
    GameSystemBase.OnDrawOrderChanged(Object, EventArgs)
    GameSystemBase.OnUpdateOrderChanged(Object, EventArgs)
    GameSystemBase.IContentable.LoadContent()
    GameSystemBase.IContentable.UnloadContent()
    GameSystemBase.LoadContent()
    GameSystemBase.UnloadContent()
    ComponentBase.Tags
    ComponentBase.Name
    ComponentBase.Destroy()
    ComponentBase.ICollectorHolder.Collector
    ComponentBase.OnNameChanged()
    ComponentBase.ToString()
    DisposeBase.Dispose()
    DisposeBase.IsDisposed
    DisposeBase.IReferencable.ReferenceCount
    DisposeBase.IReferencable.AddReference()
    DisposeBase.IReferencable.Release()
    DisposeBase.OnAddReference()
    DisposeBase.OnReleaseReference()

    Extension Methods

    ComponentBaseExtensions.DisposeBy<T>(T, ICollectorHolder)
    ComponentBaseExtensions.RemoveDisposeBy<T>(T, ICollectorHolder)
    • Improve this Doc
    • View Source
    In This Article

    Back to top

    Copyright © 2019-2021 .NET Foundation and Contributors
    Supported by the .NET Foundation