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189 lines
8.8 KiB
Markdown
189 lines
8.8 KiB
Markdown
.. _doc_navigation_using_navigationservers:
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Using NavigationServer
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======================
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2D and 3D version of the NavigationServer are available as
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:ref:`NavigationServer2D<class_NavigationServer2D>` and
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:ref:`NavigationServer3D<class_NavigationServer3D>` respectively.
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Both 2D and 3D use the same NavigationServer with NavigationServer3D being the primary server. The NavigationServer2D is a frontend that converts 2D positions into 3D positions and back.
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Hence it is entirely possible (if not a little cumbersome) to exclusively use the NavigationServer3D API for 2D navigation.
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Communicating with the NavigationServer
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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To work with the NavigationServer means to prepare parameters for a ``query`` that can be send to the NavigationServer for updates or requesting data.
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To reference the internal NavigationServer objects like maps, regions and agents RIDs are used as identification numbers.
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Every navigation related node in the SceneTree has a function that returns the RID for this node.
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Threading and Synchronization
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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The NavigationServer does not update every change immediately but waits until
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the end of the ``physics_frame`` to synchronize all the changes together.
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Waiting for synchronization is required to apply changes to all maps, regions and agents.
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Synchronization is done because some updates like a recalculation of the entire navigation map are very expensive and require updated data from all other objects.
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Also the NavigationServer uses a ``threadpool`` by default for some functionality like avoidance calculation between agents.
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Waiting is not required for most ``get()`` functions that only request data from the NavigationServer without making changes.
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Note that not all data will account for changes made in the same frame.
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E.g. if an avoidance ``agent`` changed the navigation ``map`` this frame the ``agent_get_map()`` function will still return the old map before the synchronization.
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The exception to this are nodes that store their values internally before sending the update to the NavigationServer.
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When a getter on a node is used for a value that was updated in the same frame it will return the already updated value stored on the node.
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The NavigationServer is ``thread-safe`` as it places all API calls that want to make changes in a queue to be executed in the synchronization phase.
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Synchronization for the NavigationServer happens in the middle of the physics frame after scene input from scripts and nodes are all done.
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.. note::
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The important takeaway is that most NavigationServer changes take effect after the next physics frame and not immediately.
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This includes all changes made by navigation related nodes in the SceneTree or through scripts.
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The following functions will be executed in the synchronization phase only:
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- map_set_active()
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- map_set_up()
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- map_set_cell_size()
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- map_set_edge_connection_margin()
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- region_set_map()
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- region_set_transform()
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- region_set_enter_cost()
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- region_set_travel_cost()
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- region_set_navigation_layers()
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- region_set_navigation_mesh()
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- agent_set_map()
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- agent_set_neighbor_dist()
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- agent_set_max_neighbors()
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- agent_set_time_horizon()
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- agent_set_radius()
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- agent_set_max_speed()
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- agent_set_velocity()
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- agent_set_target_velocity()
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- agent_set_position()
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- agent_set_ignore_y()
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- agent_set_callback()
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- free()
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2D and 3D NavigationServer differences
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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NavigationServer2D and NavigationServer3D are equivalent in functionality
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for their dimension and both use the same NavigationServer behind the scene.
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Strictly technical a NavigationServer2D is a myth.
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The NavigationServer2D is a frontend to facilitate conversions of Vector2(x, y) to
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Vector3(x, 0.0, z) and back for the NavigationServer3D API. 2D uses a flat 3D mesh
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pathfinding and the NavigationServer2D facilitates the conversions.
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When a guide uses just NavigationServer without the 2D or 3D suffix it usually works for both servers
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by exchange Vector2(x, y) with Vector3(x, 0.0, z) or reverse.
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Technically it is possible to use the tools for creating navigationmesh for the other
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dimension, e..g. baking 2D navigationmesh with the 3D NavigationMesh when using
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flat 3D source geometry or creating 3D flat navigationmesh with the
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polygon outline drawtools of NavigationRegion2D and NavigationPolygons.
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Any RID created with the NavigationServer2D API works on the NavigationServer3D API
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as well and both 2D and 3D avoidance agents can exist on the same map.
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.. note::
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Regions created in 2D and 3D will merge their navigationmeshes when placed on the same map and merge conditions apply.
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The NavigationServer does not discriminate between NavigationRegion2D and NavigationRegion3D nodes as both are regions on the server.
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By default those nodes register on different navigation maps so this merge can only happen when maps are changed manually e.g. with scripts.
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Actors with avoidance enabled will avoid both 2D and 3D avoidance agents when placed on the same map.
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.. warning::
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It is not possible to use NavigationServer2D while disabling 3D on a Pandemonium custom build.
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Waiting for synchronization
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~~~~~~~~~~~~~~~~~~~~~~~~~~~
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At the start of the game, a new scene or procedural navigation changes any path query to a NavigationServer will return empty or wrong.
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The navigation map is still empty or not updated at this point.
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All nodes from the SceneTree need to first upload their navigation related data to the NavigationServer.
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Each added or changed map, region or agent need to be registered with the NavigationServer.
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Afterward the NavigationServer requires a ``physics_frame`` for synchronization to update the maps, regions and agents.
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One workaround is to make a deferred call to a custom setup function (so all nodes are ready).
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The setup function makes all the navigation changes, e.g. adding procedural stuff.
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Afterwards the function waits for the next physics_frame before continuing with path queries.
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.. tabs::
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.. code-tab:: gdscript GDScript
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extends Node3D
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func _ready():
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# use call deferred to make sure the entire SceneTree Nodes are setup
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# else await / yield on 'physics_frame' in a _ready() might get stuck
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call_deferred("custom_setup")
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func custom_setup():
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# create a new navigation map
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var map: RID = NavigationServer3D.map_create()
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NavigationServer3D.map_set_up(map, Vector3.UP)
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NavigationServer3D.map_set_active(map, true)
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# create a new navigation region and add it to the map
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var region: RID = NavigationServer3D.region_create()
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NavigationServer3D.region_set_transform(region, Transform())
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NavigationServer3D.region_set_map(region, map)
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# create a procedural navigation mesh for the region
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var new_navigation_mesh: NavigationMesh = NavigationMesh.new()
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var vertices: PackedVector3Array = PackedVector3Array([
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Vector3(0,0,0),
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Vector3(9.0,0,0),
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Vector3(0,0,9.0)
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])
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new_navigation_mesh.set_vertices(vertices)
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var polygon: PackedInt32Array = PackedInt32Array([0, 1, 2])
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new_navigation_mesh.add_polygon(polygon)
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NavigationServer3D.region_set_navigation_mesh(region, new_navigation_mesh)
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# wait for NavigationServer sync to adapt to made changes
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await get_tree().physics_frame
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# query the path from the navigationserver
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var start_position: Vector3 = Vector3(0.1, 0.0, 0.1)
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var target_position: Vector3 = Vector3(1.0, 0.0, 1.0)
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var optimize_path: bool = true
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var path: PackedVector3Array = NavigationServer3D.map_get_path(
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map,
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start_position,
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target_position,
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optimize_path
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)
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print("Found a path!")
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print(path)
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Server Avoidance Callbacks
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~~~~~~~~~~~~~~~~~~~~~~~~~~
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If RVO avoidance agents are registered for avoidance callbacks the NavigationServer dispatches
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their ``safe_velocity`` signals just before the PhysicsServer synchronization.
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To learn more about NavigationAgents see :ref:`doc_navigation_using_navigationagents`.
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The simplified order of execution for NavigationAgents that use avoidance:
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- physics frame starts.
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- _physics_process(delta).
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- set_velocity() on NavigationAgent Node.
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- Agent sends velocity and position to NavigationServer.
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- NavigationServer waits for synchronization.
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- NavigationServer synchronizes and computes avoidance velocities for all registered avoidance agents.
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- NavigationServer sends safe_velocity vector with signals for each registered avoidance agents.
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- Agents receive the signal and move their parent e.g. with move_and_slide or linear_velocity.
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- PhysicsServer synchronizes.
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- physics frame ends.
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Therefore moving a physicsbody actor in the callback function with the safe_velocity is perfectly thread- and physics-safe
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as all happens inside the same physics_frame before the PhysicsServer commits to changes and does its own calculations.
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