mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-29 07:07:14 +01:00
Add class doc that NavigationServer changes are not instant
Add class doc that NavigationServer changes are not instant. (cherry picked from commit 7f72b7b3ad9880845e0f878b5bc6d9120b8b4dc0)
This commit is contained in:
parent
693c503213
commit
a389b08ea8
@ -5,7 +5,9 @@
|
|||||||
</brief_description>
|
</brief_description>
|
||||||
<description>
|
<description>
|
||||||
Navigation2DServer is the server responsible for all 2D navigation. It handles several objects, namely maps, regions and agents.
|
Navigation2DServer is the server responsible for all 2D navigation. It handles several objects, namely maps, regions and agents.
|
||||||
Maps are made up of regions, which are made of navigation polygons. Together, they define the navigable areas in the 2D world. For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than [member Navigation.edge_connection_margin] to the respective other edge's vertex.
|
Maps are made up of regions, which are made of navigation polygons. Together, they define the navigable areas in the 2D world.
|
||||||
|
[b]Note:[/b] Most NavigationServer changes take effect after the next physics frame and not immediately. This includes all changes made to maps, regions or agents by navigation related Nodes in the SceneTree or made through scripts.
|
||||||
|
For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than [member Navigation.edge_connection_margin] to the respective other edge's vertex.
|
||||||
To use the collision avoidance system, you may use agents. You can set an agent's target velocity, then the servers will emit a callback with a modified velocity.
|
To use the collision avoidance system, you may use agents. You can set an agent's target velocity, then the servers will emit a callback with a modified velocity.
|
||||||
[b]Note:[/b] The collision avoidance system ignores regions. Using the modified velocity as-is might lead to pushing and agent outside of a navigable area. This is a limitation of the collision avoidance system, any more complex situation may require the use of the physics engine.
|
[b]Note:[/b] The collision avoidance system ignores regions. Using the modified velocity as-is might lead to pushing and agent outside of a navigable area. This is a limitation of the collision avoidance system, any more complex situation may require the use of the physics engine.
|
||||||
This server keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying.
|
This server keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying.
|
||||||
|
@ -5,7 +5,9 @@
|
|||||||
</brief_description>
|
</brief_description>
|
||||||
<description>
|
<description>
|
||||||
NavigationServer is the server responsible for all 3D navigation. It handles several objects, namely maps, regions and agents.
|
NavigationServer is the server responsible for all 3D navigation. It handles several objects, namely maps, regions and agents.
|
||||||
Maps are made up of regions, which are made of navigation meshes. Together, they define the navigable areas in the 3D world. For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than [member Navigation.edge_connection_margin] to the respective other edge's vertex.
|
Maps are made up of regions, which are made of navigation meshes. Together, they define the navigable areas in the 3D world.
|
||||||
|
[b]Note:[/b] Most NavigationServer changes take effect after the next physics frame and not immediately. This includes all changes made to maps, regions or agents by navigation related Nodes in the SceneTree or made through scripts.
|
||||||
|
For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than [member Navigation.edge_connection_margin] to the respective other edge's vertex.
|
||||||
To use the collision avoidance system, you may use agents. You can set an agent's target velocity, then the servers will emit a callback with a modified velocity.
|
To use the collision avoidance system, you may use agents. You can set an agent's target velocity, then the servers will emit a callback with a modified velocity.
|
||||||
[b]Note:[/b] The collision avoidance system ignores regions. Using the modified velocity as-is might lead to pushing and agent outside of a navigable area. This is a limitation of the collision avoidance system, any more complex situation may require the use of the physics engine.
|
[b]Note:[/b] The collision avoidance system ignores regions. Using the modified velocity as-is might lead to pushing and agent outside of a navigable area. This is a limitation of the collision avoidance system, any more complex situation may require the use of the physics engine.
|
||||||
This server keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying.
|
This server keeps tracks of any call and executes them during the sync phase. This means that you can request any change to the map, using any thread, without worrying.
|
||||||
|
Loading…
Reference in New Issue
Block a user