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-rw-r--r--scene/2d/navigation_agent_2d.cpp11
-rw-r--r--scene/3d/navigation_agent_3d.cpp11
2 files changed, 10 insertions, 12 deletions
diff --git a/scene/2d/navigation_agent_2d.cpp b/scene/2d/navigation_agent_2d.cpp
index 85f6840fde..f8dd7d12d4 100644
--- a/scene/2d/navigation_agent_2d.cpp
+++ b/scene/2d/navigation_agent_2d.cpp
@@ -436,9 +436,8 @@ real_t NavigationAgent2D::get_path_max_distance() {
}
void NavigationAgent2D::set_target_position(Vector2 p_position) {
- if (target_position.is_equal_approx(p_position)) {
- return;
- }
+ // Intentionally not checking for equality of the parameter, as we want to update the path even if the target position is the same in case the world changed.
+ // Revisit later when the navigation server can update the path without requesting a new path.
target_position = p_position;
target_position_submitted = true;
@@ -491,9 +490,9 @@ Vector2 NavigationAgent2D::get_final_position() {
}
void NavigationAgent2D::set_velocity(Vector2 p_velocity) {
- if (target_velocity.is_equal_approx(p_velocity)) {
- return;
- }
+ // Intentionally not checking for equality of the parameter.
+ // We need to always submit the velocity to the navigation server, even when it is the same, in order to run avoidance every frame.
+ // Revisit later when the navigation server can update avoidance without users resubmitting the velocity.
target_velocity = p_velocity;
velocity_submitted = true;
diff --git a/scene/3d/navigation_agent_3d.cpp b/scene/3d/navigation_agent_3d.cpp
index 524304425c..bd1d05f049 100644
--- a/scene/3d/navigation_agent_3d.cpp
+++ b/scene/3d/navigation_agent_3d.cpp
@@ -461,9 +461,8 @@ real_t NavigationAgent3D::get_path_max_distance() {
}
void NavigationAgent3D::set_target_position(Vector3 p_position) {
- if (target_position.is_equal_approx(p_position)) {
- return;
- }
+ // Intentionally not checking for equality of the parameter, as we want to update the path even if the target position is the same in case the world changed.
+ // Revisit later when the navigation server can update the path without requesting a new path.
target_position = p_position;
target_position_submitted = true;
@@ -516,9 +515,9 @@ Vector3 NavigationAgent3D::get_final_position() {
}
void NavigationAgent3D::set_velocity(Vector3 p_velocity) {
- if (target_velocity.is_equal_approx(p_velocity)) {
- return;
- }
+ // Intentionally not checking for equality of the parameter.
+ // We need to always submit the velocity to the navigation server, even when it is the same, in order to run avoidance every frame.
+ // Revisit later when the navigation server can update avoidance without users resubmitting the velocity.
target_velocity = p_velocity;
velocity_submitted = true;