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Merge pull request #7557 from smix8/diff_navagent_source_geometry_data_4.x
Update navigation different actor types for new SourceGeometryData
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@@ -16,12 +16,12 @@ The same approach can be used to distinguish between e.g. landwalking, swimming
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.. tabs::
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.. code-tab:: gdscript GDScript
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# create navigation mesh resources for each actor size
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# Create a navigation mesh resource for each actor size.
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var navigation_mesh_standard_size: NavigationMesh = NavigationMesh.new()
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var navigation_mesh_small_size: NavigationMesh = NavigationMesh.new()
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var navigation_mesh_huge_size: NavigationMesh = NavigationMesh.new()
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# set appropriated agent parameters
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# Set appropriated agent parameters.
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navigation_mesh_standard_size.agent_radius = 0.5
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navigation_mesh_standard_size.agent_height = 1.8
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navigation_mesh_small_size.agent_radius = 0.25
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@@ -29,38 +29,53 @@ The same approach can be used to distinguish between e.g. landwalking, swimming
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navigation_mesh_huge_size.agent_radius = 1.5
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navigation_mesh_huge_size.agent_height = 2.5
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# get the root node for the baking to parse geometry
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# Get the root node to parse geometry for the baking.
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var root_node: Node3D = get_node("NavigationMeshBakingRootNode")
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# bake the navigation geometry for each agent size
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NavigationMeshGenerator.bake(navigation_mesh_standard_size, root_node)
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NavigationMeshGenerator.bake(navigation_mesh_small_size, root_node)
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NavigationMeshGenerator.bake(navigation_mesh_huge_size, root_node)
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# Create the source geometry resource that will hold the parsed geometry data.
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var source_geometry_data: NavigationMeshSourceGeometryData3D = NavigationMeshSourceGeometryData3D.new()
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# create different navigation maps on the NavigationServer
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# Parse the source geometry from the SceneTree on the main thread.
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# The navigation mesh is only required for the parse settings so any of the three will do.
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NavigationServer3D.parse_source_geometry_data(navigation_mesh_standard_size, source_geometry_data, root_node)
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# Bake the navigation geometry for each agent size from the same source geometry.
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# If required for performance this baking step could also be done on background threads.
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NavigationServer3D.bake_from_source_geometry_data(navigation_mesh_standard_size, source_geometry_data)
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NavigationServer3D.bake_from_source_geometry_data(navigation_mesh_small_size, source_geometry_data)
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NavigationServer3D.bake_from_source_geometry_data(navigation_mesh_huge_size, source_geometry_data)
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# Create different navigation maps on the NavigationServer.
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var navigation_map_standard: RID = NavigationServer3D.map_create()
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var navigation_map_small: RID = NavigationServer3D.map_create()
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var navigation_map_huge: RID = NavigationServer3D.map_create()
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# create a region for each map
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var navigation_map_standard_region: RID = NavigationServer3D.region_create()
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var navigation_map_small_region: RID = NavigationServer3D.region_create()
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var navigation_map_huge_region: RID = NavigationServer3D.region_create()
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# Set the new navigation maps as active.
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NavigationServer3D.map_set_active(navigation_map_standard, true)
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NavigationServer3D.map_set_active(navigation_map_small, true)
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NavigationServer3D.map_set_active(navigation_map_huge, true)
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# set navigation mesh for each region
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NavigationServer3D.region_set_navigation_mesh(navigation_map_standard_region, navigation_mesh_standard_size)
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NavigationServer3D.region_set_navigation_mesh(navigation_map_small_region, navigation_mesh_small_size)
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NavigationServer3D.region_set_navigation_mesh(navigation_map_huge_region, navigation_mesh_huge_size)
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# Create a region for each map.
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var navigation_region_standard: RID = NavigationServer3D.region_create()
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var navigation_region_small: RID = NavigationServer3D.region_create()
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var navigation_region_huge: RID = NavigationServer3D.region_create()
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# add regions to maps
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navigation_map_standard_region.region_set_map(navigation_map_standard_region, navigation_map_standard)
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navigation_map_small_region.region_set_map(navigation_map_small_region, navigation_map_small)
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navigation_map_huge_region.region_set_map(navigation_map_huge_region, navigation_map_huge)
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# Add the regions to the maps.
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NavigationServer3D.region_set_map(navigation_region_standard, navigation_map_standard)
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NavigationServer3D.region_set_map(navigation_region_small, navigation_map_small)
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NavigationServer3D.region_set_map(navigation_region_huge, navigation_map_huge)
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# wait a physics frame for sync
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await get_tree().physics_frame
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# Set navigation mesh for each region.
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NavigationServer3D.region_set_navigation_mesh(navigation_region_standard, navigation_mesh_standard_size)
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NavigationServer3D.region_set_navigation_mesh(navigation_region_small, navigation_mesh_small_size)
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NavigationServer3D.region_set_navigation_mesh(navigation_region_huge, navigation_mesh_huge_size)
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# query paths for each size
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var path_standard_agent = NavigationServer3D.map_get_path(navigation_map_standard, start_pos, end_pos, true)
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var path_small_agent = NavigationServer3D.map_get_path(navigation_mesh_small_size, start_pos, end_pos, true)
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var path_huge_agent = NavigationServer3D.map_get_path(navigation_map_huge, start_pos, end_pos, true)
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# Create start and end position for the navigation path query.
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var start_pos: Vector3 = Vector3(0.0, 0.0, 0.0)
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var end_pos: Vector3 = Vector3(2.0, 0.0, 0.0)
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var use_corridorfunnel: bool = true
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# Query paths for each agent size.
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var path_standard_agent = NavigationServer3D.map_get_path(navigation_map_standard, start_pos, end_pos, use_corridorfunnel)
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var path_small_agent = NavigationServer3D.map_get_path(navigation_map_small, start_pos, end_pos, use_corridorfunnel)
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var path_huge_agent = NavigationServer3D.map_get_path(navigation_map_huge, start_pos, end_pos, use_corridorfunnel)
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