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authorsmix8 <52464204+smix8@users.noreply.github.com>2022-06-18 19:11:49 +0200
committersmix8 <52464204+smix8@users.noreply.github.com>2022-06-18 19:11:49 +0200
commit07740302f3f9c7c1d6e38fd7f474aa873d48c0fb (patch)
tree42a6d2bef72924ba5b1f5025a8835ee8f21eb99f
parentf41cb30f9b7fe46a014162aba9c0e9a9697343d2 (diff)
Add NavigationAgent desired path distance
Add NavigationAgent desired path distance
-rw-r--r--doc/classes/NavigationAgent2D.xml5
-rw-r--r--doc/classes/NavigationAgent3D.xml5
-rw-r--r--scene/2d/navigation_agent_2d.cpp10
-rw-r--r--scene/2d/navigation_agent_2d.h6
-rw-r--r--scene/3d/navigation_agent_3d.cpp10
-rw-r--r--scene/3d/navigation_agent_3d.h6
6 files changed, 38 insertions, 4 deletions
diff --git a/doc/classes/NavigationAgent2D.xml b/doc/classes/NavigationAgent2D.xml
index 0ac9513464..cc0767c80a 100644
--- a/doc/classes/NavigationAgent2D.xml
+++ b/doc/classes/NavigationAgent2D.xml
@@ -114,6 +114,9 @@
<member name="neighbor_dist" type="float" setter="set_neighbor_dist" getter="get_neighbor_dist" default="500.0">
The distance to search for other agents.
</member>
+ <member name="path_desired_distance" type="float" setter="set_path_desired_distance" getter="get_path_desired_distance" default="1.0">
+ The distance threshold before a path point is considered to be reached. This will allow an agent to not have to hit a path point on the path exactly, but in the area. If this value is set to high the NavigationAgent will skip points on the path which can lead to leaving the navigation mesh. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the next point on each physics frame update.
+ </member>
<member name="path_max_distance" type="float" setter="set_path_max_distance" getter="get_path_max_distance" default="3.0">
The maximum distance the agent is allowed away from the ideal path to the final location. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path.
</member>
@@ -121,7 +124,7 @@
The radius of the agent.
</member>
<member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="1.0">
- The distance threshold before a target is considered to be reached. This will allow an agent to not have to hit a point on the path exactly, but in the area.
+ The distance threshold before the final target point is considered to be reached. This will allow an agent to not have to hit the point of the final target exactly, but only the area. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the final target point on each physics frame update.
</member>
<member name="time_horizon" type="float" setter="set_time_horizon" getter="get_time_horizon" default="20.0">
The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but less freedom in choosing its velocities. Must be positive.
diff --git a/doc/classes/NavigationAgent3D.xml b/doc/classes/NavigationAgent3D.xml
index cc45a43ffc..b2d85a34ee 100644
--- a/doc/classes/NavigationAgent3D.xml
+++ b/doc/classes/NavigationAgent3D.xml
@@ -120,6 +120,9 @@
<member name="neighbor_dist" type="float" setter="set_neighbor_dist" getter="get_neighbor_dist" default="50.0">
The distance to search for other agents.
</member>
+ <member name="path_desired_distance" type="float" setter="set_path_desired_distance" getter="get_path_desired_distance" default="1.0">
+ The distance threshold before a path point is considered to be reached. This will allow an agent to not have to hit a path point on the path exactly, but in the area. If this value is set to high the NavigationAgent will skip points on the path which can lead to leaving the navigation mesh. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the next point on each physics frame update.
+ </member>
<member name="path_max_distance" type="float" setter="set_path_max_distance" getter="get_path_max_distance" default="3.0">
The maximum distance the agent is allowed away from the ideal path to the final location. This can happen due to trying to avoid collisions. When the maximum distance is exceeded, it recalculates the ideal path.
</member>
@@ -127,7 +130,7 @@
The radius of the agent.
</member>
<member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="1.0">
- The distance threshold before a target is considered to be reached. This will allow an agent to not have to hit a point on the path exactly, but in the area.
+ The distance threshold before the final target point is considered to be reached. This will allow an agent to not have to hit the point of the final target exactly, but only the area. If this value is set to low the NavigationAgent will be stuck in a repath loop cause it will constantly overshoot or undershoot the distance to the final target point on each physics frame update.
</member>
<member name="time_horizon" type="float" setter="set_time_horizon" getter="get_time_horizon" default="5.0">
The minimal amount of time for which this agent's velocities, that are computed with the collision avoidance algorithm, are safe with respect to other agents. The larger the number, the sooner the agent will respond to other agents, but less freedom in choosing its velocities. Must be positive.
diff --git a/scene/2d/navigation_agent_2d.cpp b/scene/2d/navigation_agent_2d.cpp
index e2ab4f7538..00271e51bc 100644
--- a/scene/2d/navigation_agent_2d.cpp
+++ b/scene/2d/navigation_agent_2d.cpp
@@ -40,6 +40,9 @@ void NavigationAgent2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_avoidance_enabled", "enabled"), &NavigationAgent2D::set_avoidance_enabled);
ClassDB::bind_method(D_METHOD("get_avoidance_enabled"), &NavigationAgent2D::get_avoidance_enabled);
+ ClassDB::bind_method(D_METHOD("set_path_desired_distance", "desired_distance"), &NavigationAgent2D::set_path_desired_distance);
+ ClassDB::bind_method(D_METHOD("get_path_desired_distance"), &NavigationAgent2D::get_path_desired_distance);
+
ClassDB::bind_method(D_METHOD("set_target_desired_distance", "desired_distance"), &NavigationAgent2D::set_target_desired_distance);
ClassDB::bind_method(D_METHOD("get_target_desired_distance"), &NavigationAgent2D::get_target_desired_distance);
@@ -81,6 +84,7 @@ void NavigationAgent2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("_avoidance_done", "new_velocity"), &NavigationAgent2D::_avoidance_done);
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "path_desired_distance", PROPERTY_HINT_RANGE, "0.1,100,0.01,suffix:px"), "set_path_desired_distance", "get_path_desired_distance");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "target_desired_distance", PROPERTY_HINT_RANGE, "0.1,100,0.01,suffix:px"), "set_target_desired_distance", "get_target_desired_distance");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.1,500,0.01,suffix:px"), "set_radius", "get_radius");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "neighbor_dist", PROPERTY_HINT_RANGE, "0.1,100000,0.01,suffix:px"), "set_neighbor_dist", "get_neighbor_dist");
@@ -234,6 +238,10 @@ RID NavigationAgent2D::get_navigation_map() const {
return RID();
}
+void NavigationAgent2D::set_path_desired_distance(real_t p_dd) {
+ path_desired_distance = p_dd;
+}
+
void NavigationAgent2D::set_target_desired_distance(real_t p_dd) {
target_desired_distance = p_dd;
}
@@ -399,7 +407,7 @@ void NavigationAgent2D::update_navigation() {
// 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) {
+ while (o.distance_to(navigation_path[nav_path_index]) < path_desired_distance) {
nav_path_index += 1;
if (nav_path_index == navigation_path.size()) {
_check_distance_to_target();
diff --git a/scene/2d/navigation_agent_2d.h b/scene/2d/navigation_agent_2d.h
index 0e494a0512..37e2be3264 100644
--- a/scene/2d/navigation_agent_2d.h
+++ b/scene/2d/navigation_agent_2d.h
@@ -47,6 +47,7 @@ class NavigationAgent2D : public Node {
bool avoidance_enabled = false;
uint32_t navigation_layers = 1;
+ real_t path_desired_distance = 1.0;
real_t target_desired_distance = 1.0;
real_t radius = 0.0;
real_t neighbor_dist = 0.0;
@@ -91,6 +92,11 @@ public:
void set_navigation_map(RID p_navigation_map);
RID get_navigation_map() const;
+ void set_path_desired_distance(real_t p_dd);
+ real_t get_path_desired_distance() const {
+ return path_desired_distance;
+ }
+
void set_target_desired_distance(real_t p_dd);
real_t get_target_desired_distance() const {
return target_desired_distance;
diff --git a/scene/3d/navigation_agent_3d.cpp b/scene/3d/navigation_agent_3d.cpp
index 09d75dd284..e16dc63bc6 100644
--- a/scene/3d/navigation_agent_3d.cpp
+++ b/scene/3d/navigation_agent_3d.cpp
@@ -38,6 +38,9 @@ void NavigationAgent3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_avoidance_enabled", "enabled"), &NavigationAgent3D::set_avoidance_enabled);
ClassDB::bind_method(D_METHOD("get_avoidance_enabled"), &NavigationAgent3D::get_avoidance_enabled);
+ ClassDB::bind_method(D_METHOD("set_path_desired_distance", "desired_distance"), &NavigationAgent3D::set_path_desired_distance);
+ ClassDB::bind_method(D_METHOD("get_path_desired_distance"), &NavigationAgent3D::get_path_desired_distance);
+
ClassDB::bind_method(D_METHOD("set_target_desired_distance", "desired_distance"), &NavigationAgent3D::set_target_desired_distance);
ClassDB::bind_method(D_METHOD("get_target_desired_distance"), &NavigationAgent3D::get_target_desired_distance);
@@ -85,6 +88,7 @@ void NavigationAgent3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("_avoidance_done", "new_velocity"), &NavigationAgent3D::_avoidance_done);
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "path_desired_distance", PROPERTY_HINT_RANGE, "0.1,100,0.01,suffix:m"), "set_path_desired_distance", "get_path_desired_distance");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "target_desired_distance", PROPERTY_HINT_RANGE, "0.1,100,0.01,suffix:m"), "set_target_desired_distance", "get_target_desired_distance");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "radius", PROPERTY_HINT_RANGE, "0.1,100,0.01,suffix:m"), "set_radius", "get_radius");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "agent_height_offset", PROPERTY_HINT_RANGE, "-100.0,100,0.01,suffix:m"), "set_agent_height_offset", "get_agent_height_offset");
@@ -241,6 +245,10 @@ RID NavigationAgent3D::get_navigation_map() const {
return RID();
}
+void NavigationAgent3D::set_path_desired_distance(real_t p_dd) {
+ path_desired_distance = p_dd;
+}
+
void NavigationAgent3D::set_target_desired_distance(real_t p_dd) {
target_desired_distance = p_dd;
}
@@ -416,7 +424,7 @@ void NavigationAgent3D::update_navigation() {
// 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] - Vector3(0, navigation_height_offset, 0)) < target_desired_distance) {
+ while (o.distance_to(navigation_path[nav_path_index] - Vector3(0, navigation_height_offset, 0)) < path_desired_distance) {
nav_path_index += 1;
if (nav_path_index == navigation_path.size()) {
_check_distance_to_target();
diff --git a/scene/3d/navigation_agent_3d.h b/scene/3d/navigation_agent_3d.h
index d0eaead3f1..a2e5f7464f 100644
--- a/scene/3d/navigation_agent_3d.h
+++ b/scene/3d/navigation_agent_3d.h
@@ -47,6 +47,7 @@ class NavigationAgent3D : public Node {
bool avoidance_enabled = false;
uint32_t navigation_layers = 1;
+ real_t path_desired_distance = 1.0;
real_t target_desired_distance = 1.0;
real_t radius = 0.0;
real_t navigation_height_offset = 0.0;
@@ -93,6 +94,11 @@ public:
void set_navigation_map(RID p_navigation_map);
RID get_navigation_map() const;
+ void set_path_desired_distance(real_t p_dd);
+ real_t get_path_desired_distance() const {
+ return path_desired_distance;
+ }
+
void set_target_desired_distance(real_t p_dd);
real_t get_target_desired_distance() const {
return target_desired_distance;