Update NavigationAgent to use query_path
This paves the way for having agents respond to link traversal.
This commit is contained in:
parent
c2f66648f1
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a2c53b881b
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@ -8,6 +8,14 @@
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="reset">
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<return type="void" />
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<description>
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Reset the result object to its initial state. This is useful to reuse the object across multiple queries.
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</description>
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</method>
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</methods>
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<members>
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<member name="path" type="PackedVector2Array" setter="set_path" getter="get_path" default="PackedVector2Array()">
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The resulting path array from the navigation query. All path array positions are in global coordinates. Without customized query parameters this is the same path as returned by [method NavigationServer2D.map_get_path].
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@ -8,6 +8,14 @@
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="reset">
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<return type="void" />
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<description>
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Reset the result object to its initial state. This is useful to reuse the object across multiple queries.
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</description>
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</method>
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</methods>
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<members>
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<member name="path" type="PackedVector3Array" setter="set_path" getter="get_path" default="PackedVector3Array()">
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The resulting path array from the navigation query. All path array positions are in global coordinates. Without customized query parameters this is the same path as returned by [method NavigationServer3D.map_get_path].
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@ -178,6 +178,13 @@ NavigationAgent2D::NavigationAgent2D() {
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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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// Preallocate query and result objects to improve performance.
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navigation_query = Ref<NavigationPathQueryParameters2D>();
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navigation_query.instantiate();
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navigation_result = Ref<NavigationPathQueryResult2D>();
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navigation_result.instantiate();
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}
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NavigationAgent2D::~NavigationAgent2D() {
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@ -314,6 +321,8 @@ Vector2 NavigationAgent2D::get_target_location() const {
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Vector2 NavigationAgent2D::get_next_location() {
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update_navigation();
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const Vector<Vector2> &navigation_path = navigation_result->get_path();
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if (navigation_path.size() == 0) {
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ERR_FAIL_COND_V_MSG(agent_parent == nullptr, Vector2(), "The agent has no parent.");
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return agent_parent->get_global_position();
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@ -322,6 +331,10 @@ Vector2 NavigationAgent2D::get_next_location() {
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}
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}
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const Vector<Vector2> &NavigationAgent2D::get_nav_path() const {
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return navigation_result->get_path();
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}
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real_t NavigationAgent2D::distance_to_target() const {
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ERR_FAIL_COND_V_MSG(agent_parent == nullptr, 0.0, "The agent has no parent.");
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return agent_parent->get_global_position().distance_to(target_location);
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@ -342,6 +355,8 @@ bool NavigationAgent2D::is_navigation_finished() {
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Vector2 NavigationAgent2D::get_final_location() {
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update_navigation();
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const Vector<Vector2> &navigation_path = navigation_result->get_path();
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if (navigation_path.size() == 0) {
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return Vector2();
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}
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@ -391,22 +406,24 @@ void NavigationAgent2D::update_navigation() {
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update_frame_id = Engine::get_singleton()->get_physics_frames();
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Vector2 o = agent_parent->get_global_position();
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Vector2 origin = agent_parent->get_global_position();
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bool reload_path = false;
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if (NavigationServer2D::get_singleton()->agent_is_map_changed(agent)) {
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reload_path = true;
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} else if (navigation_path.size() == 0) {
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} else if (navigation_result->get_path().size() == 0) {
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reload_path = true;
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} else {
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// Check if too far from the navigation path
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if (nav_path_index > 0) {
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const Vector<Vector2> &navigation_path = navigation_result->get_path();
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Vector2 segment[2];
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segment[0] = navigation_path[nav_path_index - 1];
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segment[1] = navigation_path[nav_path_index];
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Vector2 p = Geometry2D::get_closest_point_to_segment(o, segment);
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if (o.distance_to(p) >= path_max_distance) {
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Vector2 p = Geometry2D::get_closest_point_to_segment(origin, segment);
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if (origin.distance_to(p) >= path_max_distance) {
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// To faraway, reload path
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reload_path = true;
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}
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@ -414,24 +431,31 @@ void NavigationAgent2D::update_navigation() {
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}
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if (reload_path) {
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navigation_query->set_start_position(origin);
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navigation_query->set_target_position(target_location);
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navigation_query->set_navigation_layers(navigation_layers);
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if (map_override.is_valid()) {
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navigation_path = NavigationServer2D::get_singleton()->map_get_path(map_override, o, target_location, true, navigation_layers);
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navigation_query->set_map(map_override);
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} else {
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navigation_path = NavigationServer2D::get_singleton()->map_get_path(agent_parent->get_world_2d()->get_navigation_map(), o, target_location, true, navigation_layers);
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navigation_query->set_map(agent_parent->get_world_2d()->get_navigation_map());
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}
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NavigationServer2D::get_singleton()->query_path(navigation_query, navigation_result);
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navigation_finished = false;
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nav_path_index = 0;
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emit_signal(SNAME("path_changed"));
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}
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if (navigation_path.size() == 0) {
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if (navigation_result->get_path().size() == 0) {
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return;
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}
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// Check if we can advance the navigation path
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if (navigation_finished == false) {
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// Advances to the next far away location.
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while (o.distance_to(navigation_path[nav_path_index]) < path_desired_distance) {
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const Vector<Vector2> &navigation_path = navigation_result->get_path();
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while (origin.distance_to(navigation_path[nav_path_index]) < path_desired_distance) {
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nav_path_index += 1;
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if (nav_path_index == navigation_path.size()) {
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_check_distance_to_target();
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@ -445,7 +469,7 @@ void NavigationAgent2D::update_navigation() {
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}
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void NavigationAgent2D::_request_repath() {
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navigation_path.clear();
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navigation_result->reset();
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target_reached = false;
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navigation_finished = false;
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update_frame_id = 0;
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@ -34,6 +34,8 @@
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#include "scene/main/node.h"
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class Node2D;
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class NavigationPathQueryParameters2D;
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class NavigationPathQueryResult2D;
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class NavigationAgent2D : public Node {
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GDCLASS(NavigationAgent2D, Node);
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@ -58,7 +60,8 @@ class NavigationAgent2D : public Node {
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real_t path_max_distance = 3.0;
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Vector2 target_location;
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Vector<Vector2> navigation_path;
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Ref<NavigationPathQueryParameters2D> navigation_query;
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Ref<NavigationPathQueryResult2D> navigation_result;
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int nav_path_index = 0;
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bool velocity_submitted = false;
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Vector2 prev_safe_velocity;
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@ -138,9 +141,7 @@ public:
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Vector2 get_next_location();
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Vector<Vector2> get_nav_path() const {
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return navigation_path;
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}
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const Vector<Vector2> &get_nav_path() const;
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int get_nav_path_index() const {
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return nav_path_index;
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@ -185,6 +185,13 @@ NavigationAgent3D::NavigationAgent3D() {
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set_radius(1.0);
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set_max_speed(10.0);
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set_ignore_y(true);
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// Preallocate query and result objects to improve performance.
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navigation_query = Ref<NavigationPathQueryParameters3D>();
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navigation_query.instantiate();
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navigation_result = Ref<NavigationPathQueryResult3D>();
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navigation_result.instantiate();
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}
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NavigationAgent3D::~NavigationAgent3D() {
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@ -330,6 +337,8 @@ Vector3 NavigationAgent3D::get_target_location() const {
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Vector3 NavigationAgent3D::get_next_location() {
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update_navigation();
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const Vector<Vector3> &navigation_path = navigation_result->get_path();
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if (navigation_path.size() == 0) {
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ERR_FAIL_COND_V_MSG(agent_parent == nullptr, Vector3(), "The agent has no parent.");
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return agent_parent->get_global_transform().origin;
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@ -338,6 +347,10 @@ Vector3 NavigationAgent3D::get_next_location() {
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}
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}
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const Vector<Vector3> &NavigationAgent3D::get_nav_path() const {
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return navigation_result->get_path();
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}
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real_t NavigationAgent3D::distance_to_target() const {
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ERR_FAIL_COND_V_MSG(agent_parent == nullptr, 0.0, "The agent has no parent.");
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return agent_parent->get_global_transform().origin.distance_to(target_location);
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@ -358,6 +371,8 @@ bool NavigationAgent3D::is_navigation_finished() {
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Vector3 NavigationAgent3D::get_final_location() {
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update_navigation();
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const Vector<Vector3> &navigation_path = navigation_result->get_path();
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if (navigation_path.size() == 0) {
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return Vector3();
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}
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@ -406,24 +421,26 @@ void NavigationAgent3D::update_navigation() {
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update_frame_id = Engine::get_singleton()->get_physics_frames();
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Vector3 o = agent_parent->get_global_transform().origin;
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Vector3 origin = agent_parent->get_global_transform().origin;
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bool reload_path = false;
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if (NavigationServer3D::get_singleton()->agent_is_map_changed(agent)) {
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reload_path = true;
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} else if (navigation_path.size() == 0) {
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} else if (navigation_result->get_path().size() == 0) {
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reload_path = true;
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} else {
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// Check if too far from the navigation path
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if (nav_path_index > 0) {
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const Vector<Vector3> &navigation_path = navigation_result->get_path();
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Vector3 segment[2];
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segment[0] = navigation_path[nav_path_index - 1];
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segment[1] = navigation_path[nav_path_index];
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segment[0].y -= navigation_height_offset;
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segment[1].y -= navigation_height_offset;
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Vector3 p = Geometry3D::get_closest_point_to_segment(o, segment);
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if (o.distance_to(p) >= path_max_distance) {
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Vector3 p = Geometry3D::get_closest_point_to_segment(origin, segment);
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if (origin.distance_to(p) >= path_max_distance) {
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// To faraway, reload path
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reload_path = true;
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}
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@ -431,24 +448,31 @@ void NavigationAgent3D::update_navigation() {
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}
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if (reload_path) {
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navigation_query->set_start_position(origin);
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navigation_query->set_target_position(target_location);
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navigation_query->set_navigation_layers(navigation_layers);
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if (map_override.is_valid()) {
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navigation_path = NavigationServer3D::get_singleton()->map_get_path(map_override, o, target_location, true, navigation_layers);
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navigation_query->set_map(map_override);
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} else {
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navigation_path = NavigationServer3D::get_singleton()->map_get_path(agent_parent->get_world_3d()->get_navigation_map(), o, target_location, true, navigation_layers);
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navigation_query->set_map(agent_parent->get_world_3d()->get_navigation_map());
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}
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NavigationServer3D::get_singleton()->query_path(navigation_query, navigation_result);
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navigation_finished = false;
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nav_path_index = 0;
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emit_signal(SNAME("path_changed"));
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}
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if (navigation_path.size() == 0) {
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if (navigation_result->get_path().size() == 0) {
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return;
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}
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// Check if we can advance the navigation path
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if (navigation_finished == false) {
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// Advances to the next far away location.
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while (o.distance_to(navigation_path[nav_path_index] - Vector3(0, navigation_height_offset, 0)) < path_desired_distance) {
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const Vector<Vector3> &navigation_path = navigation_result->get_path();
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while (origin.distance_to(navigation_path[nav_path_index] - Vector3(0, navigation_height_offset, 0)) < path_desired_distance) {
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nav_path_index += 1;
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if (nav_path_index == navigation_path.size()) {
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_check_distance_to_target();
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@ -462,7 +486,7 @@ void NavigationAgent3D::update_navigation() {
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}
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void NavigationAgent3D::_request_repath() {
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navigation_path.clear();
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navigation_result->reset();
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target_reached = false;
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navigation_finished = false;
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update_frame_id = 0;
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@ -34,6 +34,8 @@
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#include "scene/main/node.h"
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class Node3D;
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class NavigationPathQueryParameters3D;
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class NavigationPathQueryResult3D;
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class NavigationAgent3D : public Node {
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GDCLASS(NavigationAgent3D, Node);
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@ -60,7 +62,8 @@ class NavigationAgent3D : public Node {
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real_t path_max_distance = 3.0;
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Vector3 target_location;
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Vector<Vector3> navigation_path;
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Ref<NavigationPathQueryParameters3D> navigation_query;
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Ref<NavigationPathQueryResult3D> navigation_result;
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int nav_path_index = 0;
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bool velocity_submitted = false;
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Vector3 prev_safe_velocity;
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@ -150,9 +153,7 @@ public:
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Vector3 get_next_location();
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Vector<Vector3> get_nav_path() const {
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return navigation_path;
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}
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const Vector<Vector3> &get_nav_path() const;
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int get_nav_path_index() const {
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return nav_path_index;
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@ -38,9 +38,15 @@ const Vector<Vector2> &NavigationPathQueryResult2D::get_path() const {
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return path;
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}
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void NavigationPathQueryResult2D::reset() {
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path.clear();
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}
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void NavigationPathQueryResult2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_path", "path"), &NavigationPathQueryResult2D::set_path);
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ClassDB::bind_method(D_METHOD("get_path"), &NavigationPathQueryResult2D::get_path);
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ClassDB::bind_method(D_METHOD("reset"), &NavigationPathQueryResult2D::reset);
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ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR2_ARRAY, "path"), "set_path", "get_path");
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}
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@ -45,6 +45,8 @@ protected:
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public:
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void set_path(const Vector<Vector2> &p_path);
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const Vector<Vector2> &get_path() const;
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void reset();
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};
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#endif // NAVIGATION_PATH_QUERY_RESULT_2D_H
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@ -38,9 +38,15 @@ const Vector<Vector3> &NavigationPathQueryResult3D::get_path() const {
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return path;
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}
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void NavigationPathQueryResult3D::reset() {
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path.clear();
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}
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void NavigationPathQueryResult3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_path", "path"), &NavigationPathQueryResult3D::set_path);
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ClassDB::bind_method(D_METHOD("get_path"), &NavigationPathQueryResult3D::get_path);
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ClassDB::bind_method(D_METHOD("reset"), &NavigationPathQueryResult3D::reset);
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ADD_PROPERTY(PropertyInfo(Variant::PACKED_VECTOR3_ARRAY, "path"), "set_path", "get_path");
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}
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@ -45,6 +45,8 @@ protected:
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public:
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void set_path(const Vector<Vector3> &p_path);
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const Vector<Vector3> &get_path() const;
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void reset();
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};
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#endif // NAVIGATION_PATH_QUERY_RESULT_3D_H
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