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-rw-r--r--scene/2d/navigation_agent_2d.cpp49
-rw-r--r--scene/2d/navigation_agent_2d.h2
-rw-r--r--scene/3d/navigation_agent_3d.cpp51
-rw-r--r--scene/3d/navigation_agent_3d.h2
4 files changed, 87 insertions, 17 deletions
diff --git a/scene/2d/navigation_agent_2d.cpp b/scene/2d/navigation_agent_2d.cpp
index 00082b321e..80d60dca17 100644
--- a/scene/2d/navigation_agent_2d.cpp
+++ b/scene/2d/navigation_agent_2d.cpp
@@ -96,16 +96,30 @@ void NavigationAgent2D::_bind_methods() {
void NavigationAgent2D::_notification(int p_what) {
switch (p_what) {
- case NOTIFICATION_READY: {
- agent_parent = Object::cast_to<Node2D>(get_parent());
- if (agent_parent != nullptr) {
- // place agent on navigation map first or else the RVO agent callback creation fails silently later
- NavigationServer2D::get_singleton()->agent_set_map(get_rid(), agent_parent->get_world_2d()->get_navigation_map());
- set_avoidance_enabled(avoidance_enabled);
- }
+ case NOTIFICATION_POST_ENTER_TREE: {
+ // need to use POST_ENTER_TREE cause with normal ENTER_TREE not all required Nodes are ready.
+ // cannot use READY as ready does not get called if Node is readded to SceneTree
+ set_agent_parent(get_parent());
set_physics_process_internal(true);
} break;
+ case NOTIFICATION_PARENTED: {
+ if (is_inside_tree() && (get_parent() != agent_parent)) {
+ // only react to PARENTED notifications when already inside_tree and parent changed, e.g. users switch nodes around
+ // PARENTED notification fires also when Node is added in scripts to a parent
+ // this would spam transforms fails and world fails while Node is outside SceneTree
+ // when node gets reparented when joining the tree POST_ENTER_TREE takes care of this
+ set_agent_parent(get_parent());
+ set_physics_process_internal(true);
+ }
+ } break;
+
+ case NOTIFICATION_UNPARENTED: {
+ // if agent has no parent no point in processing it until reparented
+ set_agent_parent(nullptr);
+ set_physics_process_internal(false);
+ } break;
+
case NOTIFICATION_PAUSED: {
if (agent_parent && !agent_parent->can_process()) {
map_before_pause = NavigationServer2D::get_singleton()->agent_get_map(get_rid());
@@ -133,7 +147,11 @@ void NavigationAgent2D::_notification(int p_what) {
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
if (agent_parent) {
- NavigationServer2D::get_singleton()->agent_set_position(agent, agent_parent->get_global_position());
+ 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
+ NavigationServer2D::get_singleton()->agent_set_position(agent, agent_parent->get_global_position());
+ }
_check_distance_to_target();
}
} break;
@@ -167,6 +185,21 @@ bool NavigationAgent2D::get_avoidance_enabled() const {
return avoidance_enabled;
}
+void NavigationAgent2D::set_agent_parent(Node *p_agent_parent) {
+ // remove agent from any avoidance map before changing parent or there will be leftovers on the RVO map
+ NavigationServer2D::get_singleton()->agent_set_callback(agent, nullptr, "_avoidance_done");
+ if (Object::cast_to<Node2D>(p_agent_parent) != nullptr) {
+ // place agent on navigation map first or else the RVO agent callback creation fails silently later
+ agent_parent = Object::cast_to<Node2D>(p_agent_parent);
+ NavigationServer2D::get_singleton()->agent_set_map(get_rid(), agent_parent->get_world_2d()->get_navigation_map());
+ // create new avoidance callback if enabled
+ set_avoidance_enabled(avoidance_enabled);
+ } else {
+ agent_parent = nullptr;
+ NavigationServer2D::get_singleton()->agent_set_map(get_rid(), RID());
+ }
+}
+
void NavigationAgent2D::set_navigable_layers(uint32_t p_layers) {
bool layers_changed = navigable_layers != p_layers;
navigable_layers = p_layers;
diff --git a/scene/2d/navigation_agent_2d.h b/scene/2d/navigation_agent_2d.h
index 5ab4cdba5d..c9983119d0 100644
--- a/scene/2d/navigation_agent_2d.h
+++ b/scene/2d/navigation_agent_2d.h
@@ -82,6 +82,8 @@ public:
void set_avoidance_enabled(bool p_enabled);
bool get_avoidance_enabled() const;
+ void set_agent_parent(Node *p_agent_parent);
+
void set_navigable_layers(uint32_t p_layers);
uint32_t get_navigable_layers() const;
diff --git a/scene/3d/navigation_agent_3d.cpp b/scene/3d/navigation_agent_3d.cpp
index 88f676d031..947d6012d5 100644
--- a/scene/3d/navigation_agent_3d.cpp
+++ b/scene/3d/navigation_agent_3d.cpp
@@ -102,18 +102,32 @@ void NavigationAgent3D::_bind_methods() {
void NavigationAgent3D::_notification(int p_what) {
switch (p_what) {
- case NOTIFICATION_READY: {
- agent_parent = Object::cast_to<Node3D>(get_parent());
- if (agent_parent != nullptr) {
- // place agent on navigation map first or else the RVO agent callback creation fails silently later
- NavigationServer3D::get_singleton()->agent_set_map(get_rid(), agent_parent->get_world_3d()->get_navigation_map());
- set_avoidance_enabled(avoidance_enabled);
- }
+ case NOTIFICATION_POST_ENTER_TREE: {
+ // need to use POST_ENTER_TREE cause with normal ENTER_TREE not all required Nodes are ready.
+ // cannot use READY as ready does not get called if Node is readded to SceneTree
+ set_agent_parent(get_parent());
set_physics_process_internal(true);
} break;
+ case NOTIFICATION_PARENTED: {
+ if (is_inside_tree() && (get_parent() != agent_parent)) {
+ // only react to PARENTED notifications when already inside_tree and parent changed, e.g. users switch nodes around
+ // PARENTED notification fires also when Node is added in scripts to a parent
+ // this would spam transforms fails and world fails while Node is outside SceneTree
+ // when node gets reparented when joining the tree POST_ENTER_TREE takes care of this
+ set_agent_parent(get_parent());
+ set_physics_process_internal(true);
+ }
+ } break;
+
+ case NOTIFICATION_UNPARENTED: {
+ // if agent has no parent no point in processing it until reparented
+ set_agent_parent(nullptr);
+ set_physics_process_internal(false);
+ } break;
+
case NOTIFICATION_EXIT_TREE: {
- agent_parent = nullptr;
+ set_agent_parent(nullptr);
set_physics_process_internal(false);
} break;
@@ -139,7 +153,11 @@ void NavigationAgent3D::_notification(int p_what) {
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
if (agent_parent) {
- NavigationServer3D::get_singleton()->agent_set_position(agent, agent_parent->get_global_transform().origin);
+ 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
+ NavigationServer3D::get_singleton()->agent_set_position(agent, agent_parent->get_global_transform().origin);
+ }
_check_distance_to_target();
}
} break;
@@ -174,6 +192,21 @@ bool NavigationAgent3D::get_avoidance_enabled() const {
return avoidance_enabled;
}
+void NavigationAgent3D::set_agent_parent(Node *p_agent_parent) {
+ // remove agent from any avoidance map before changing parent or there will be leftovers on the RVO map
+ NavigationServer3D::get_singleton()->agent_set_callback(agent, nullptr, "_avoidance_done");
+ if (Object::cast_to<Node3D>(p_agent_parent) != nullptr) {
+ // place agent on navigation map first or else the RVO agent callback creation fails silently later
+ agent_parent = Object::cast_to<Node3D>(p_agent_parent);
+ NavigationServer3D::get_singleton()->agent_set_map(get_rid(), agent_parent->get_world_3d()->get_navigation_map());
+ // create new avoidance callback if enabled
+ set_avoidance_enabled(avoidance_enabled);
+ } else {
+ agent_parent = nullptr;
+ NavigationServer3D::get_singleton()->agent_set_map(get_rid(), RID());
+ }
+}
+
void NavigationAgent3D::set_navigable_layers(uint32_t p_layers) {
bool layers_changed = navigable_layers != p_layers;
navigable_layers = p_layers;
diff --git a/scene/3d/navigation_agent_3d.h b/scene/3d/navigation_agent_3d.h
index 28bcffd5b4..633bf091d1 100644
--- a/scene/3d/navigation_agent_3d.h
+++ b/scene/3d/navigation_agent_3d.h
@@ -84,6 +84,8 @@ public:
void set_avoidance_enabled(bool p_enabled);
bool get_avoidance_enabled() const;
+ void set_agent_parent(Node *p_agent_parent);
+
void set_navigable_layers(uint32_t p_layers);
uint32_t get_navigable_layers() const;