2020-01-10 11:22:34 +00:00
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/*************************************************************************/
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/* navigation_agent_2d.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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2020-02-11 13:01:43 +00:00
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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2020-01-10 11:22:34 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "navigation_agent_2d.h"
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#include "core/engine.h"
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#include "scene/2d/navigation_2d.h"
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2020-03-27 18:21:27 +00:00
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#include "servers/navigation_server_2d.h"
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2020-01-10 11:22:34 +00:00
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void NavigationAgent2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_target_desired_distance", "desired_distance"), &NavigationAgent2D::set_target_desired_distance);
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ClassDB::bind_method(D_METHOD("get_target_desired_distance"), &NavigationAgent2D::get_target_desired_distance);
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ClassDB::bind_method(D_METHOD("set_radius", "radius"), &NavigationAgent2D::set_radius);
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ClassDB::bind_method(D_METHOD("get_radius"), &NavigationAgent2D::get_radius);
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ClassDB::bind_method(D_METHOD("set_navigation", "navigation"), &NavigationAgent2D::set_navigation_node);
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ClassDB::bind_method(D_METHOD("get_navigation"), &NavigationAgent2D::get_navigation_node);
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ClassDB::bind_method(D_METHOD("set_neighbor_dist", "neighbor_dist"), &NavigationAgent2D::set_neighbor_dist);
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ClassDB::bind_method(D_METHOD("get_neighbor_dist"), &NavigationAgent2D::get_neighbor_dist);
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ClassDB::bind_method(D_METHOD("set_max_neighbors", "max_neighbors"), &NavigationAgent2D::set_max_neighbors);
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ClassDB::bind_method(D_METHOD("get_max_neighbors"), &NavigationAgent2D::get_max_neighbors);
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ClassDB::bind_method(D_METHOD("set_time_horizon", "time_horizon"), &NavigationAgent2D::set_time_horizon);
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ClassDB::bind_method(D_METHOD("get_time_horizon"), &NavigationAgent2D::get_time_horizon);
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ClassDB::bind_method(D_METHOD("set_max_speed", "max_speed"), &NavigationAgent2D::set_max_speed);
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ClassDB::bind_method(D_METHOD("get_max_speed"), &NavigationAgent2D::get_max_speed);
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ClassDB::bind_method(D_METHOD("set_path_max_distance", "max_speed"), &NavigationAgent2D::set_path_max_distance);
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ClassDB::bind_method(D_METHOD("get_path_max_distance"), &NavigationAgent2D::get_path_max_distance);
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ClassDB::bind_method(D_METHOD("set_target_location", "location"), &NavigationAgent2D::set_target_location);
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ClassDB::bind_method(D_METHOD("get_target_location"), &NavigationAgent2D::get_target_location);
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ClassDB::bind_method(D_METHOD("get_next_location"), &NavigationAgent2D::get_next_location);
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ClassDB::bind_method(D_METHOD("distance_to_target"), &NavigationAgent2D::distance_to_target);
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ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &NavigationAgent2D::set_velocity);
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ClassDB::bind_method(D_METHOD("get_nav_path"), &NavigationAgent2D::get_nav_path);
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ClassDB::bind_method(D_METHOD("get_nav_path_index"), &NavigationAgent2D::get_nav_path_index);
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ClassDB::bind_method(D_METHOD("is_target_reached"), &NavigationAgent2D::is_target_reached);
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ClassDB::bind_method(D_METHOD("is_target_reachable"), &NavigationAgent2D::is_target_reachable);
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ClassDB::bind_method(D_METHOD("is_navigation_finished"), &NavigationAgent2D::is_navigation_finished);
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ClassDB::bind_method(D_METHOD("get_final_location"), &NavigationAgent2D::get_final_location);
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ClassDB::bind_method(D_METHOD("_avoidance_done", "new_velocity"), &NavigationAgent2D::_avoidance_done);
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Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "target_desired_distance", PROPERTY_HINT_RANGE, "0.1,100,0.01"), "set_target_desired_distance", "get_target_desired_distance");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.1,500,0.01"), "set_radius", "get_radius");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "neighbor_dist", PROPERTY_HINT_RANGE, "0.1,100000,0.01"), "set_neighbor_dist", "get_neighbor_dist");
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2020-01-10 11:22:34 +00:00
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ADD_PROPERTY(PropertyInfo(Variant::INT, "max_neighbors", PROPERTY_HINT_RANGE, "1,10000,1"), "set_max_neighbors", "get_max_neighbors");
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Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-24 18:20:53 +00:00
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "time_horizon", PROPERTY_HINT_RANGE, "0.1,10000,0.01"), "set_time_horizon", "get_time_horizon");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max_speed", PROPERTY_HINT_RANGE, "0.1,100000,0.01"), "set_max_speed", "get_max_speed");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "path_max_distance", PROPERTY_HINT_RANGE, "10,100,1"), "set_path_max_distance", "get_path_max_distance");
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2020-01-10 11:22:34 +00:00
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ADD_SIGNAL(MethodInfo("path_changed"));
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ADD_SIGNAL(MethodInfo("target_reached"));
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ADD_SIGNAL(MethodInfo("navigation_finished"));
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ADD_SIGNAL(MethodInfo("velocity_computed", PropertyInfo(Variant::VECTOR3, "safe_velocity")));
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}
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void NavigationAgent2D::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_READY: {
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agent_parent = Object::cast_to<Node2D>(get_parent());
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2020-03-27 18:21:27 +00:00
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NavigationServer2D::get_singleton()->agent_set_callback(agent, this, "_avoidance_done");
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2020-01-10 11:22:34 +00:00
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// Search the navigation node and set it
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{
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2020-04-01 23:20:12 +00:00
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Navigation2D *nav = nullptr;
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2020-01-10 11:22:34 +00:00
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Node *p = get_parent();
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2020-04-01 23:20:12 +00:00
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while (p != nullptr) {
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2020-01-10 11:22:34 +00:00
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nav = Object::cast_to<Navigation2D>(p);
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2020-05-14 14:41:43 +00:00
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if (nav != nullptr) {
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2020-04-01 23:20:12 +00:00
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p = nullptr;
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2020-05-14 14:41:43 +00:00
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} else {
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2020-01-10 11:22:34 +00:00
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p = p->get_parent();
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2020-05-14 14:41:43 +00:00
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}
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2020-01-10 11:22:34 +00:00
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}
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set_navigation(nav);
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}
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set_physics_process_internal(true);
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} break;
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case NOTIFICATION_EXIT_TREE: {
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2020-04-01 23:20:12 +00:00
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agent_parent = nullptr;
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set_navigation(nullptr);
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2020-01-10 11:22:34 +00:00
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set_physics_process_internal(false);
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} break;
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
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if (agent_parent) {
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2020-03-27 18:21:27 +00:00
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NavigationServer2D::get_singleton()->agent_set_position(agent, agent_parent->get_global_transform().get_origin());
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2020-01-10 11:22:34 +00:00
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if (!target_reached) {
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if (distance_to_target() < target_desired_distance) {
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emit_signal("target_reached");
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target_reached = true;
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}
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}
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}
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} break;
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}
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}
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2020-05-12 15:01:17 +00:00
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NavigationAgent2D::NavigationAgent2D() {
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2020-03-27 18:21:27 +00:00
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agent = NavigationServer2D::get_singleton()->agent_create();
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2020-01-10 11:22:34 +00:00
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set_neighbor_dist(500.0);
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set_max_neighbors(10);
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set_time_horizon(20.0);
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set_radius(10.0);
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set_max_speed(200.0);
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}
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NavigationAgent2D::~NavigationAgent2D() {
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2020-03-27 18:21:27 +00:00
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NavigationServer2D::get_singleton()->free(agent);
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2020-01-10 11:22:34 +00:00
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agent = RID(); // Pointless
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}
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void NavigationAgent2D::set_navigation(Navigation2D *p_nav) {
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2020-05-14 14:41:43 +00:00
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if (navigation == p_nav) {
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2020-01-10 11:22:34 +00:00
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return; // Pointless
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2020-05-14 14:41:43 +00:00
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}
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2020-01-10 11:22:34 +00:00
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navigation = p_nav;
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2020-04-01 23:20:12 +00:00
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NavigationServer2D::get_singleton()->agent_set_map(agent, navigation == nullptr ? RID() : navigation->get_rid());
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2020-01-10 11:22:34 +00:00
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}
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void NavigationAgent2D::set_navigation_node(Node *p_nav) {
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Navigation2D *nav = Object::cast_to<Navigation2D>(p_nav);
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2020-04-01 23:20:12 +00:00
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ERR_FAIL_COND(nav == nullptr);
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2020-01-10 11:22:34 +00:00
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set_navigation(nav);
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}
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Node *NavigationAgent2D::get_navigation_node() const {
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return Object::cast_to<Node>(navigation);
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}
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void NavigationAgent2D::set_target_desired_distance(real_t p_dd) {
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target_desired_distance = p_dd;
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}
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void NavigationAgent2D::set_radius(real_t p_radius) {
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radius = p_radius;
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2020-03-27 18:21:27 +00:00
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NavigationServer2D::get_singleton()->agent_set_radius(agent, radius);
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2020-01-10 11:22:34 +00:00
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}
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void NavigationAgent2D::set_neighbor_dist(real_t p_dist) {
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neighbor_dist = p_dist;
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2020-03-27 18:21:27 +00:00
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NavigationServer2D::get_singleton()->agent_set_neighbor_dist(agent, neighbor_dist);
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2020-01-10 11:22:34 +00:00
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}
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void NavigationAgent2D::set_max_neighbors(int p_count) {
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max_neighbors = p_count;
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2020-03-27 18:21:27 +00:00
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NavigationServer2D::get_singleton()->agent_set_max_neighbors(agent, max_neighbors);
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2020-01-10 11:22:34 +00:00
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}
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void NavigationAgent2D::set_time_horizon(real_t p_time) {
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time_horizon = p_time;
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2020-03-27 18:21:27 +00:00
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NavigationServer2D::get_singleton()->agent_set_time_horizon(agent, time_horizon);
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2020-01-10 11:22:34 +00:00
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}
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void NavigationAgent2D::set_max_speed(real_t p_max_speed) {
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max_speed = p_max_speed;
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2020-03-27 18:21:27 +00:00
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NavigationServer2D::get_singleton()->agent_set_max_speed(agent, max_speed);
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2020-01-10 11:22:34 +00:00
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}
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void NavigationAgent2D::set_path_max_distance(real_t p_pmd) {
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path_max_distance = p_pmd;
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}
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real_t NavigationAgent2D::get_path_max_distance() {
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return path_max_distance;
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}
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void NavigationAgent2D::set_target_location(Vector2 p_location) {
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target_location = p_location;
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navigation_path.clear();
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target_reached = false;
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navigation_finished = false;
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2020-03-19 17:05:31 +00:00
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update_frame_id = 0;
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2020-01-10 11:22:34 +00:00
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}
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Vector2 NavigationAgent2D::get_target_location() const {
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return target_location;
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}
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Vector2 NavigationAgent2D::get_next_location() {
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update_navigation();
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if (navigation_path.size() == 0) {
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2020-04-01 23:20:12 +00:00
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ERR_FAIL_COND_V(agent_parent == nullptr, Vector2());
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2020-01-10 11:22:34 +00:00
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return agent_parent->get_global_transform().get_origin();
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} else {
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return navigation_path[nav_path_index];
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}
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}
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real_t NavigationAgent2D::distance_to_target() const {
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2020-04-01 23:20:12 +00:00
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ERR_FAIL_COND_V(agent_parent == nullptr, 0.0);
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2020-01-10 11:22:34 +00:00
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return agent_parent->get_global_transform().get_origin().distance_to(target_location);
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}
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bool NavigationAgent2D::is_target_reached() const {
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return target_reached;
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}
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bool NavigationAgent2D::is_target_reachable() {
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return target_desired_distance >= get_final_location().distance_to(target_location);
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}
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bool NavigationAgent2D::is_navigation_finished() {
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update_navigation();
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return navigation_finished;
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}
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Vector2 NavigationAgent2D::get_final_location() {
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update_navigation();
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if (navigation_path.size() == 0) {
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return Vector2();
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}
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return navigation_path[navigation_path.size() - 1];
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}
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void NavigationAgent2D::set_velocity(Vector2 p_velocity) {
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target_velocity = p_velocity;
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2020-03-27 18:21:27 +00:00
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NavigationServer2D::get_singleton()->agent_set_target_velocity(agent, target_velocity);
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NavigationServer2D::get_singleton()->agent_set_velocity(agent, prev_safe_velocity);
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2020-01-10 11:22:34 +00:00
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velocity_submitted = true;
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}
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void NavigationAgent2D::_avoidance_done(Vector3 p_new_velocity) {
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const Vector2 velocity = Vector2(p_new_velocity.x, p_new_velocity.z);
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prev_safe_velocity = velocity;
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if (!velocity_submitted) {
|
|
|
|
target_velocity = Vector2();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
velocity_submitted = false;
|
|
|
|
|
|
|
|
emit_signal("velocity_computed", velocity);
|
|
|
|
}
|
|
|
|
|
|
|
|
String NavigationAgent2D::get_configuration_warning() const {
|
|
|
|
if (!Object::cast_to<Node2D>(get_parent())) {
|
|
|
|
return TTR("The NavigationAgent2D can be used only under a Node2D node");
|
|
|
|
}
|
|
|
|
|
|
|
|
return String();
|
|
|
|
}
|
|
|
|
|
|
|
|
void NavigationAgent2D::update_navigation() {
|
2020-05-14 14:41:43 +00:00
|
|
|
if (agent_parent == nullptr) {
|
2020-05-10 10:56:01 +00:00
|
|
|
return;
|
2020-05-14 14:41:43 +00:00
|
|
|
}
|
|
|
|
if (navigation == nullptr) {
|
2020-05-10 10:56:01 +00:00
|
|
|
return;
|
2020-05-14 14:41:43 +00:00
|
|
|
}
|
|
|
|
if (update_frame_id == Engine::get_singleton()->get_physics_frames()) {
|
2020-05-10 10:56:01 +00:00
|
|
|
return;
|
2020-05-14 14:41:43 +00:00
|
|
|
}
|
2020-01-10 11:22:34 +00:00
|
|
|
|
|
|
|
update_frame_id = Engine::get_singleton()->get_physics_frames();
|
|
|
|
|
|
|
|
Vector2 o = agent_parent->get_global_transform().get_origin();
|
|
|
|
|
|
|
|
bool reload_path = false;
|
|
|
|
|
2020-03-27 18:21:27 +00:00
|
|
|
if (NavigationServer2D::get_singleton()->agent_is_map_changed(agent)) {
|
2020-01-10 11:22:34 +00:00
|
|
|
reload_path = true;
|
|
|
|
} else if (navigation_path.size() == 0) {
|
|
|
|
reload_path = true;
|
|
|
|
} else {
|
|
|
|
// Check if too far from the navigation path
|
|
|
|
if (nav_path_index > 0) {
|
|
|
|
Vector2 segment[2];
|
|
|
|
segment[0] = navigation_path[nav_path_index - 1];
|
|
|
|
segment[1] = navigation_path[nav_path_index];
|
|
|
|
Vector2 p = Geometry::get_closest_point_to_segment_2d(o, segment);
|
|
|
|
if (o.distance_to(p) >= path_max_distance) {
|
|
|
|
// To faraway, reload path
|
|
|
|
reload_path = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (reload_path) {
|
2020-03-27 18:21:27 +00:00
|
|
|
navigation_path = NavigationServer2D::get_singleton()->map_get_path(navigation->get_rid(), o, target_location, true);
|
2020-01-10 11:22:34 +00:00
|
|
|
navigation_finished = false;
|
|
|
|
nav_path_index = 0;
|
|
|
|
emit_signal("path_changed");
|
|
|
|
}
|
|
|
|
|
2020-05-14 14:41:43 +00:00
|
|
|
if (navigation_path.size() == 0) {
|
2020-01-10 11:22:34 +00:00
|
|
|
return;
|
2020-05-14 14:41:43 +00:00
|
|
|
}
|
2020-01-10 11:22:34 +00:00
|
|
|
|
|
|
|
// Check if we can advance the navigation path
|
|
|
|
if (navigation_finished == false) {
|
|
|
|
// Advances to the next far away location.
|
|
|
|
while (o.distance_to(navigation_path[nav_path_index]) < target_desired_distance) {
|
|
|
|
nav_path_index += 1;
|
|
|
|
if (nav_path_index == navigation_path.size()) {
|
|
|
|
nav_path_index -= 1;
|
|
|
|
navigation_finished = true;
|
|
|
|
emit_signal("navigation_finished");
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|