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@ -133,6 +133,9 @@
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<member name="neighbor_dist" type="float" setter="set_neighbor_dist" getter="get_neighbor_dist" default="50.0">
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The distance to search for other agents.
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</member>
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<member name="path_desired_distance" type="float" setter="set_path_desired_distance" getter="get_path_desired_distance" default="1.0">
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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.
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</member>
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<member name="path_max_distance" type="float" setter="set_path_max_distance" getter="get_path_max_distance" default="3.0">
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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.
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</member>
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@ -140,7 +143,7 @@
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The radius of the agent.
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</member>
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<member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="1.0">
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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.
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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.
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</member>
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<member name="time_horizon" type="float" setter="set_time_horizon" getter="get_time_horizon" default="5.0">
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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 the less freedom in choosing its velocities. Must be positive.
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@ -127,6 +127,9 @@
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<member name="neighbor_dist" type="float" setter="set_neighbor_dist" getter="get_neighbor_dist" default="500.0">
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The distance to search for other agents.
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</member>
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<member name="path_desired_distance" type="float" setter="set_path_desired_distance" getter="get_path_desired_distance" default="1.0">
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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.
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</member>
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<member name="path_max_distance" type="float" setter="set_path_max_distance" getter="get_path_max_distance" default="3.0">
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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.
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</member>
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@ -134,7 +137,7 @@
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The radius of the agent.
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</member>
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<member name="target_desired_distance" type="float" setter="set_target_desired_distance" getter="get_target_desired_distance" default="1.0">
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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.
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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.
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</member>
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<member name="time_horizon" type="float" setter="set_time_horizon" getter="get_time_horizon" default="20.0">
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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 the less freedom in choosing its velocities. Must be positive.
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@ -42,6 +42,9 @@ void NavigationAgent2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_avoidance_enabled", "enabled"), &NavigationAgent2D::set_avoidance_enabled);
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ClassDB::bind_method(D_METHOD("get_avoidance_enabled"), &NavigationAgent2D::get_avoidance_enabled);
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ClassDB::bind_method(D_METHOD("set_path_desired_distance", "desired_distance"), &NavigationAgent2D::set_path_desired_distance);
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ClassDB::bind_method(D_METHOD("get_path_desired_distance"), &NavigationAgent2D::get_path_desired_distance);
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ClassDB::bind_method(D_METHOD("set_target_desired_distance", "desired_distance"), &NavigationAgent2D::set_target_desired_distance);
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ClassDB::bind_method(D_METHOD("get_target_desired_distance"), &NavigationAgent2D::get_target_desired_distance);
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@ -86,6 +89,7 @@ void NavigationAgent2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_avoidance_done", "new_velocity"), &NavigationAgent2D::_avoidance_done);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "path_desired_distance", PROPERTY_HINT_RANGE, "0.1,100,0.01"), "set_path_desired_distance", "get_path_desired_distance");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "target_desired_distance", PROPERTY_HINT_RANGE, "0.1,100,0.01"), "set_target_desired_distance", "get_target_desired_distance");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.1,500,0.01"), "set_radius", "get_radius");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "neighbor_dist", PROPERTY_HINT_RANGE, "0.1,100000,0.01"), "set_neighbor_dist", "get_neighbor_dist");
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@ -184,6 +188,7 @@ NavigationAgent2D::NavigationAgent2D() {
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avoidance_enabled = false;
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navigation_layers = 1;
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path_desired_distance = 1.0;
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target_desired_distance = 1.0;
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path_max_distance = 3.0;
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velocity_submitted = false;
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@ -291,6 +296,10 @@ RID NavigationAgent2D::get_navigation_map() const {
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return RID();
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}
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void NavigationAgent2D::set_path_desired_distance(real_t p_dd) {
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path_desired_distance = p_dd;
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}
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void NavigationAgent2D::set_target_desired_distance(real_t p_dd) {
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target_desired_distance = p_dd;
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}
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@ -457,7 +466,7 @@ void NavigationAgent2D::update_navigation() {
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// Check if we can advance the navigation path
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if (navigation_finished == false) {
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// Advances to the next far away location.
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while (o.distance_to(navigation_path[nav_path_index]) < target_desired_distance) {
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while (o.distance_to(navigation_path[nav_path_index]) < path_desired_distance) {
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nav_path_index += 1;
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if (nav_path_index == navigation_path.size()) {
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_check_distance_to_target();
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@ -48,6 +48,7 @@ class NavigationAgent2D : public Node {
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bool avoidance_enabled;
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uint32_t navigation_layers;
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real_t path_desired_distance;
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real_t target_desired_distance;
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real_t radius;
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real_t neighbor_dist;
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@ -100,6 +101,11 @@ public:
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void set_navigation_map(RID p_navigation_map);
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RID get_navigation_map() const;
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void set_path_desired_distance(real_t p_dd);
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real_t get_path_desired_distance() const {
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return path_desired_distance;
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}
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void set_target_desired_distance(real_t p_dd);
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real_t get_target_desired_distance() const {
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return target_desired_distance;
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@ -42,6 +42,9 @@ void NavigationAgent::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_avoidance_enabled", "enabled"), &NavigationAgent::set_avoidance_enabled);
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ClassDB::bind_method(D_METHOD("get_avoidance_enabled"), &NavigationAgent::get_avoidance_enabled);
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ClassDB::bind_method(D_METHOD("set_path_desired_distance", "desired_distance"), &NavigationAgent::set_path_desired_distance);
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ClassDB::bind_method(D_METHOD("get_path_desired_distance"), &NavigationAgent::get_path_desired_distance);
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ClassDB::bind_method(D_METHOD("set_target_desired_distance", "desired_distance"), &NavigationAgent::set_target_desired_distance);
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ClassDB::bind_method(D_METHOD("get_target_desired_distance"), &NavigationAgent::get_target_desired_distance);
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@ -92,6 +95,7 @@ void NavigationAgent::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_avoidance_done", "new_velocity"), &NavigationAgent::_avoidance_done);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "path_desired_distance", PROPERTY_HINT_RANGE, "0.1,100,0.01"), "set_path_desired_distance", "get_path_desired_distance");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "target_desired_distance", PROPERTY_HINT_RANGE, "0.1,100,0.01"), "set_target_desired_distance", "get_target_desired_distance");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.1,100,0.01"), "set_radius", "get_radius");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "agent_height_offset", PROPERTY_HINT_RANGE, "-100.0,100,0.01"), "set_agent_height_offset", "get_agent_height_offset");
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@ -192,6 +196,7 @@ NavigationAgent::NavigationAgent() {
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avoidance_enabled = false;
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navigation_layers = 1;
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path_desired_distance = 1.0;
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target_desired_distance = 1.0;
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navigation_height_offset = 0.0;
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path_max_distance = 3.0;
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@ -298,6 +303,10 @@ RID NavigationAgent::get_navigation_map() const {
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return RID();
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}
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void NavigationAgent::set_path_desired_distance(real_t p_dd) {
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path_desired_distance = p_dd;
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}
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void NavigationAgent::set_target_desired_distance(real_t p_dd) {
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target_desired_distance = p_dd;
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}
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@ -478,7 +487,7 @@ void NavigationAgent::update_navigation() {
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// Check if we can advance the navigation path
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if (navigation_finished == false) {
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// Advances to the next far away location.
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while (o.distance_to(navigation_path[nav_path_index] - Vector3(0, navigation_height_offset, 0)) < target_desired_distance) {
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while (o.distance_to(navigation_path[nav_path_index] - Vector3(0, navigation_height_offset, 0)) < path_desired_distance) {
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nav_path_index += 1;
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if (nav_path_index == navigation_path.size()) {
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_check_distance_to_target();
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@ -49,6 +49,7 @@ class NavigationAgent : public Node {
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bool avoidance_enabled;
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uint32_t navigation_layers;
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real_t path_desired_distance;
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real_t target_desired_distance;
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real_t radius;
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real_t navigation_height_offset;
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@ -103,6 +104,11 @@ public:
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void set_navigation_map(RID p_navigation_map);
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RID get_navigation_map() const;
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void set_path_desired_distance(real_t p_dd);
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real_t get_path_desired_distance() const {
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return path_desired_distance;
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}
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void set_target_desired_distance(real_t p_dd);
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real_t get_target_desired_distance() const {
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return target_desired_distance;
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