SceneGameRecastData(bpy_struct)¶
base class — bpy_struct
-
class
bpy.types.
SceneGameRecastData
(bpy_struct)¶ Recast data for a Game data-block
-
agent_height
¶ Minimum height where the agent can still walk
Type: float in [-inf, inf], default 2.0
-
agent_radius
¶ Radius of the agent
Type: float in [-inf, inf], default 0.6
-
cell_height
¶ Rasterized cell height
Type: float in [-inf, inf], default 0.2
-
cell_size
¶ Rasterized cell size
Type: float in [-inf, inf], default 0.3
-
climb_max
¶ Maximum height between grid cells the agent can climb
Type: float in [-inf, inf], default 0.9
-
edge_max_error
¶ Maximum distance error from contour to cells
Type: float in [-inf, inf], default 1.3
-
edge_max_len
¶ Maximum contour edge length
Type: float in [-inf, inf], default 12.0
-
partitioning
¶ Choose partitioning method
WATERSHED
Watershed, Classic Recast partitioning method generating the nicest tessellation.MONOTONE
Monotone, Fastest navmesh generation method, may create long thin polygons.LAYERS
Layers, Reasonably fast method that produces better triangles than monotone partitioning.
Type: enum in [‘WATERSHED’, ‘MONOTONE’, ‘LAYERS’], default ‘WATERSHED’
-
region_merge_size
¶ Minimum regions size (smaller regions will be merged)
Type: float in [-inf, inf], default 20.0
-
region_min_size
¶ Minimum regions size (smaller regions will be deleted)
Type: float in [-inf, inf], default 8.0
-
sample_dist
¶ Detail mesh sample spacing
Type: float in [-inf, inf], default 6.0
-
sample_max_error
¶ Detail mesh simplification max sample error
Type: float in [-inf, inf], default 1.0
-
slope_max
¶ Maximum walkable slope angle
Type: float in [0, 1.5708], default 0.785398
-
verts_per_poly
¶ Max number of vertices per polygon
Type: int in [-inf, inf], default 6
-
Inherited Properties
Inherited Functions
References