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224 lines
9.4 KiB
Markdown
224 lines
9.4 KiB
Markdown
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.. _doc_navigation_overview_2d:
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2D Navigation Overview
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======================
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Godot provides multiple objects, classes and servers to facilitate grid-based or mesh-based navigation and pathfinding for 2D and 3D games.
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The following section provides a quick overview over all available navigation related objects in Godot for 2D scenes and their primary use.
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Godot provides the following objects and classes for 2D navigation:
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- :ref:`Astar2D<class_Astar2D>`
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``Astar2D`` objects provide an option to find the shortest path in a graph of weighted **points**.
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The AStar2D class is best suited for cellbased 2D gameplay that does not require actors to reach any possible position within an area but only predefined, distinct positions.
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- :ref:`NavigationServer2D<class_NavigationServer2D>`
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``NavigationServer2D`` provides a powerful server API to find the shortest path between two positions on a area defined by a navigation mesh.
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The NavigationServer is best suited for 2D realtime gameplay that does require actors to reach any possible position within an navmesh defined area.
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Meshbased navigation scales well with large gameworlds as a large area can often be defined with a single polygon when it would require many, many grid cells.
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The NavigationServer holds different navigation maps that each consist of regions that hold navigation mesh data.
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Agents can be placed on a map for avoidance calculation.
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RIDs are used to reference the internal maps, regions and agents when communicating with the server.
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The following NavigationServer RID types are available.
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- NavMap RID
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Reference to a specific navigation map that holds regions and agents.
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The map will attempt to join changed navigation meshes of regions by proximity.
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The map will synchronize regions and agents each physics frame.
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- NavRegion RID
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Reference to a specific navigation region that can hold navigation mesh data.
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The region can be enabled / disabled or the use restricted with a navigationlayer bitmask.
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- NavLink RID
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Reference to a specific navigation link that connects two navigation mesh positions over arbitrary distances.
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- NavAgent RID
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Reference to a specific avoidance agent with a radius value use solely in avoidance.
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The following SceneTree Nodes are available as helpers to work with the NavigationServer2D API.
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- :ref:`NavigationRegion2D<class_NavigationRegion2D>` Node
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A Node that holds a NavigationPolygon resource that defines a navigation mesh for the NavigationServer2D.
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- The region can be enabled / disabled.
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- The use in pathfinding can be further restricted through the navigationlayers bitmask.
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- Regions can join their navigation meshes by proximity for a combined navigation mesh.
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- :ref:`NavigationLink2D<class_NavigationLink2D>` Node
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A Node that connects two positions on navigation mesh over arbitrary distances for pathfinding.
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- The link can be enabled / disabled.
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- The link can be made one-way or bidirectional.
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- The use in pathfinding can be further restricted through the navigationlayers bitmask.
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Links tell the pathfinding that a connection exists and at what cost. The actual agent handling and movement needs to happen in custom scripts.
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- :ref:`NavigationAgent2D<class_NavigationAgent2D>` Node
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An optional helper Node to facilitate common NavigationServer2D API calls for pathfinding and avoidance
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for a Node2D inheriting parent Node.
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- :ref:`NavigationObstacle2D<class_NavigationObstacle2D>` Node
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A Node that acts as an agent with avoidance radius, to work it needs to be added under a Node2D
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inheriting parent Node. Obstacles are intended as a last resort option for constantly moving objects
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that cannot be re(baked) to a navigation mesh efficiently. This node also only works if RVO processing
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is being used.
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The 2D navigation meshes are defined with the following resources:
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- :ref:`NavigationPolygon<class_NavigationPolygon>` Resource
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A resource that holds 2D navigation mesh data and provides polygon drawtools to define navigation areas inside the Editor as well as at runtime.
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- The NavigationRegion2D Node uses this resource to define its navigation area.
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- The NavigationServer2D uses this resource to update navmesh of individual regions.
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- The TileSet Editor creates and uses this resource internally when defining tile navigation areas.
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.. seealso::
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You can see how 2D navigation works in action using the
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`2D Navigation Polygon <https://github.com/godotengine/godot-demo-projects/tree/master/2d/navigation>`__
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and `Grid-based Navigation with AStarGrid2D <https://github.com/godotengine/godot-demo-projects/tree/master/2d/navigation_astar>`__
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demo projects.
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Setup for 2D scene
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------------------
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The following steps show the basic setup for a minimum viable navigation in 2D that uses the
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NavigationServer2D and a NavigationAgent2D for path movement.
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#. Add a NavigationRegion2D Node to the scene.
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#. Click on the region node and add a new NavigationPolygon Resource to the region node.
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.. image:: img/nav_2d_min_setup_step1.png
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#. Define the moveable navigation area with the NavigationPolygon draw tool.
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.. image:: img/nav_2d_min_setup_step2.png
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.. note::
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The navigation mesh defines the area where an actor can stand and move with its center.
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Leave enough margin between the navpolygon edges and collision objects to not get path
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following actors repeatedly stuck on collision.
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#. Add a CharacterBody2D node in the scene with a basic collision shape and a sprite or mesh
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for visuals.
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#. Add a NavigationAgent2D node below the character node.
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.. image:: img/nav_2d_min_setup_step3.webp
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#. Add the following script to the CharacterBody2D node. We make sure to set a movement target
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after the scene has fully loaded and the NavigationServer had time to sync.
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends CharacterBody2D
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var movement_speed: float = 200.0
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var movement_target_position: Vector2 = Vector2(60.0,180.0)
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@onready var navigation_agent: NavigationAgent2D = $NavigationAgent2D
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func _ready():
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# These values need to be adjusted for the actor's speed
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# and the navigation layout.
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navigation_agent.path_desired_distance = 4.0
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navigation_agent.target_desired_distance = 4.0
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# Make sure to not await during _ready.
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call_deferred("actor_setup")
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func actor_setup():
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# Wait for the first physics frame so the NavigationServer can sync.
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await get_tree().physics_frame
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# Now that the navigation map is no longer empty, set the movement target.
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set_movement_target(movement_target_position)
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func set_movement_target(movement_target: Vector2):
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navigation_agent.target_position = movement_target
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func _physics_process(delta):
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if navigation_agent.is_navigation_finished():
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return
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var current_agent_position: Vector2 = global_position
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var next_path_position: Vector2 = navigation_agent.get_next_path_position()
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var new_velocity: Vector2 = next_path_position - current_agent_position
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new_velocity = new_velocity.normalized()
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new_velocity = new_velocity * movement_speed
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velocity = new_velocity
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move_and_slide()
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.. code-tab:: csharp C#
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using Godot;
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public partial class MyCharacterBody2D : CharacterBody2D
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{
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private NavigationAgent2D _navigationAgent;
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private float _movementSpeed = 200.0f;
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private Vector2 _movementTargetPosition = new Vector2(70.0f, 226.0f);
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public Vector2 MovementTarget
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{
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get { return _navigationAgent.TargetPosition; }
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set { _navigationAgent.TargetPosition = value; }
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}
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public override void _Ready()
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{
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base._Ready();
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_navigationAgent = GetNode<NavigationAgent2D>("NavigationAgent2D");
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// These values need to be adjusted for the actor's speed
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// and the navigation layout.
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_navigationAgent.PathDesiredDistance = 4.0f;
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_navigationAgent.TargetDesiredDistance = 4.0f;
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// Make sure to not await during _Ready.
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Callable.From(ActorSetup).CallDeferred();
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}
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public override void _PhysicsProcess(double delta)
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{
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base._PhysicsProcess(delta);
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if (_navigationAgent.IsNavigationFinished())
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{
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return;
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}
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Vector2 currentAgentPosition = GlobalTransform.Origin;
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Vector2 nextPathPosition = _navigationAgent.GetNextPathPosition();
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Vector2 newVelocity = (nextPathPosition - currentAgentPosition).Normalized();
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newVelocity *= _movementSpeed;
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Velocity = newVelocity;
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MoveAndSlide();
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}
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private async void ActorSetup()
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{
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// Wait for the first physics frame so the NavigationServer can sync.
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await ToSignal(GetTree(), SceneTree.SignalName.PhysicsFrame);
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// Now that the navigation map is no longer empty, set the movement target.
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MovementTarget = _movementTargetPosition;
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}
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}
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.. note::
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On the first frame the NavigationServer map has not synchronized region data and any path query
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will return empty. Await one frame to pause scripts until the NavigationServer had time to sync.
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