Backported from godot4: Stops NavigationAgents moving to the world origin without anyone telling them to do so.

-smix8
860379fc16
This commit is contained in:
Relintai 2023-09-02 12:47:13 +02:00
parent 61bf4df2f4
commit 2dc300a0fc
4 changed files with 16 additions and 5 deletions

View File

@ -248,7 +248,7 @@ void NavigationAgent2D::_notification(int p_what) {
#endif // DEBUG_ENABLED
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
if (agent_parent) {
if (agent_parent && target_position_submitted) {
if (velocity_submitted) {
velocity_submitted = false;
if (avoidance_enabled) {
@ -573,6 +573,7 @@ real_t NavigationAgent2D::get_path_max_distance() {
void NavigationAgent2D::set_target_position(Vector2 p_position) {
target_position = p_position;
target_position_submitted = true;
_request_repath();
}
@ -663,6 +664,10 @@ void NavigationAgent2D::update_navigation() {
return;
}
if (!target_position_submitted) {
return;
}
update_frame_id = Engine::get_singleton()->get_physics_frames();
Vector2 origin = agent_parent->get_global_transform().get_origin();
@ -788,6 +793,7 @@ void NavigationAgent2D::update_navigation() {
_check_distance_to_target();
nav_path_index -= 1;
navigation_finished = true;
target_position_submitted = false;
emit_signal("navigation_finished");
break;
}

View File

@ -66,6 +66,8 @@ class NavigationAgent2D : public Node {
real_t path_max_distance;
Vector2 target_position;
bool target_position_submitted;
Ref<NavigationPathQueryParameters2D> navigation_query;
Ref<NavigationPathQueryResult2D> navigation_result;
int nav_path_index;
@ -84,8 +86,6 @@ class NavigationAgent2D : public Node {
Vector2 velocity_forced;
bool velocity_forced_submitted;
bool target_position_submitted;
bool target_reached;
bool navigation_finished;
// No initialized on purpose

View File

@ -550,6 +550,7 @@ real_t NavigationAgent::get_path_max_distance() {
void NavigationAgent::set_target_position(Vector3 p_position) {
target_position = p_position;
target_position_submitted = true;
_request_repath();
}
@ -648,6 +649,10 @@ void NavigationAgent::update_navigation() {
return;
}
if (!target_position_submitted) {
return;
}
if (update_frame_id == Engine::get_singleton()->get_physics_frames()) {
return;
}
@ -773,6 +778,7 @@ void NavigationAgent::update_navigation() {
_check_distance_to_target();
nav_path_index -= 1;
navigation_finished = true;
target_position_submitted = false;
emit_signal("navigation_finished");
break;
}

View File

@ -72,6 +72,7 @@ class NavigationAgent : public Node {
real_t path_max_distance;
Vector3 target_position;
bool target_position_submitted;
Ref<NavigationPathQueryParameters3D> navigation_query;
Ref<NavigationPathQueryResult3D> navigation_result;
@ -96,8 +97,6 @@ class NavigationAgent : public Node {
// While not perfect it at least looks way better than agent's that clip through everything that is not a flat surface
float stored_y_velocity;
bool target_position_submitted;
bool target_reached;
bool navigation_finished;
// No initialized on purpose