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authorRĂ©mi Verschelde <remi@verschelde.fr>2022-12-21 19:39:25 +0100
committerGitHub <noreply@github.com>2022-12-21 19:39:25 +0100
commitf84c308cf828b457628763e9e1fa1a027f641a38 (patch)
tree4a08c8450704b16cbabdc23536aa7679c427d101
parent5ad02aa08dbf8088d991cdde6b7fc8538c0777d4 (diff)
parent860379fc161698234b2757c6f62f8e05fa68ada8 (diff)
Merge pull request #69688 from smix8/navagent_stop_origin_automove_4.x
Stop NavigationAgents without a target from moving to world origin
-rw-r--r--scene/2d/navigation_agent_2d.cpp7
-rw-r--r--scene/2d/navigation_agent_2d.h1
-rw-r--r--scene/3d/navigation_agent_3d.cpp7
-rw-r--r--scene/3d/navigation_agent_3d.h1
4 files changed, 14 insertions, 2 deletions
diff --git a/scene/2d/navigation_agent_2d.cpp b/scene/2d/navigation_agent_2d.cpp
index bf966db892..62afe0d89b 100644
--- a/scene/2d/navigation_agent_2d.cpp
+++ b/scene/2d/navigation_agent_2d.cpp
@@ -168,7 +168,7 @@ void NavigationAgent2D::_notification(int p_what) {
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
- if (agent_parent) {
+ if (agent_parent && target_position_submitted) {
if (avoidance_enabled) {
// agent_position on NavigationServer is avoidance only and has nothing to do with pathfinding
// no point in flooding NavigationServer queue with agent position updates that get send to the void if avoidance is not used
@@ -329,6 +329,7 @@ real_t NavigationAgent2D::get_path_max_distance() {
void NavigationAgent2D::set_target_location(Vector2 p_location) {
target_location = p_location;
+ target_position_submitted = true;
_request_repath();
}
@@ -413,6 +414,9 @@ void NavigationAgent2D::update_navigation() {
if (!agent_parent->is_inside_tree()) {
return;
}
+ if (!target_position_submitted) {
+ return;
+ }
if (update_frame_id == Engine::get_singleton()->get_physics_frames()) {
return;
}
@@ -519,6 +523,7 @@ void NavigationAgent2D::update_navigation() {
_check_distance_to_target();
navigation_path_index -= 1;
navigation_finished = true;
+ target_position_submitted = false;
emit_signal(SNAME("navigation_finished"));
break;
}
diff --git a/scene/2d/navigation_agent_2d.h b/scene/2d/navigation_agent_2d.h
index 747c1570f8..439192cce7 100644
--- a/scene/2d/navigation_agent_2d.h
+++ b/scene/2d/navigation_agent_2d.h
@@ -61,6 +61,7 @@ class NavigationAgent2D : public Node {
real_t path_max_distance = 3.0;
Vector2 target_location;
+ bool target_position_submitted = false;
Ref<NavigationPathQueryParameters2D> navigation_query;
Ref<NavigationPathQueryResult2D> navigation_result;
int navigation_path_index = 0;
diff --git a/scene/3d/navigation_agent_3d.cpp b/scene/3d/navigation_agent_3d.cpp
index 26dd8dfba9..741f7397ad 100644
--- a/scene/3d/navigation_agent_3d.cpp
+++ b/scene/3d/navigation_agent_3d.cpp
@@ -174,7 +174,7 @@ void NavigationAgent3D::_notification(int p_what) {
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
- if (agent_parent) {
+ if (agent_parent && target_position_submitted) {
if (avoidance_enabled) {
// agent_position on NavigationServer is avoidance only and has nothing to do with pathfinding
// no point in flooding NavigationServer queue with agent position updates that get send to the void if avoidance is not used
@@ -345,6 +345,7 @@ real_t NavigationAgent3D::get_path_max_distance() {
void NavigationAgent3D::set_target_location(Vector3 p_location) {
target_location = p_location;
+ target_position_submitted = true;
_request_repath();
}
@@ -428,6 +429,9 @@ void NavigationAgent3D::update_navigation() {
if (!agent_parent->is_inside_tree()) {
return;
}
+ if (!target_position_submitted) {
+ return;
+ }
if (update_frame_id == Engine::get_singleton()->get_physics_frames()) {
return;
}
@@ -536,6 +540,7 @@ void NavigationAgent3D::update_navigation() {
_check_distance_to_target();
navigation_path_index -= 1;
navigation_finished = true;
+ target_position_submitted = false;
emit_signal(SNAME("navigation_finished"));
break;
}
diff --git a/scene/3d/navigation_agent_3d.h b/scene/3d/navigation_agent_3d.h
index b950367a87..cda218b538 100644
--- a/scene/3d/navigation_agent_3d.h
+++ b/scene/3d/navigation_agent_3d.h
@@ -63,6 +63,7 @@ class NavigationAgent3D : public Node {
real_t path_max_distance = 3.0;
Vector3 target_location;
+ bool target_position_submitted = false;
Ref<NavigationPathQueryParameters3D> navigation_query;
Ref<NavigationPathQueryResult3D> navigation_result;
int navigation_path_index = 0;