mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-04 14:11:02 +03:00
Add C# code to "Using NavigationServer"
(cherry picked from commit 3a23253734)
This commit is contained in:
committed by
Max Hilbrunner
parent
9f87260dd0
commit
e2b5631b1c
@@ -95,38 +95,38 @@ Afterwards the function waits for the next physics frame before continuing with
|
||||
extends Node3D
|
||||
|
||||
func _ready():
|
||||
# use call deferred to make sure the entire scene tree nodes are setup
|
||||
# else await / yield on 'physics_frame' in a _ready() might get stuck
|
||||
# Use call deferred to make sure the entire scene tree nodes are setup
|
||||
# else await on 'physics_frame' in a _ready() might get stuck.
|
||||
call_deferred("custom_setup")
|
||||
|
||||
func custom_setup():
|
||||
|
||||
# create a new navigation map
|
||||
# Create a new navigation map.
|
||||
var map: RID = NavigationServer3D.map_create()
|
||||
NavigationServer3D.map_set_up(map, Vector3.UP)
|
||||
NavigationServer3D.map_set_active(map, true)
|
||||
|
||||
# create a new navigation region and add it to the map
|
||||
# Create a new navigation region and add it to the map.
|
||||
var region: RID = NavigationServer3D.region_create()
|
||||
NavigationServer3D.region_set_transform(region, Transform3D())
|
||||
NavigationServer3D.region_set_map(region, map)
|
||||
|
||||
# create a procedural navigation mesh for the region
|
||||
# Create a procedural navigation mesh for the region.
|
||||
var new_navigation_mesh: NavigationMesh = NavigationMesh.new()
|
||||
var vertices: PackedVector3Array = PackedVector3Array([
|
||||
Vector3(0,0,0),
|
||||
Vector3(9.0,0,0),
|
||||
Vector3(0,0,9.0)
|
||||
Vector3(0, 0, 0),
|
||||
Vector3(9.0, 0, 0),
|
||||
Vector3(0, 0, 9.0)
|
||||
])
|
||||
new_navigation_mesh.set_vertices(vertices)
|
||||
var polygon: PackedInt32Array = PackedInt32Array([0, 1, 2])
|
||||
new_navigation_mesh.add_polygon(polygon)
|
||||
NavigationServer3D.region_set_navigation_mesh(region, new_navigation_mesh)
|
||||
|
||||
# wait for NavigationServer sync to adapt to made changes
|
||||
# Wait for NavigationServer sync to adapt to made changes.
|
||||
await get_tree().physics_frame
|
||||
|
||||
# query the path from the navigationserver
|
||||
# Query the path from the navigation server.
|
||||
var start_position: Vector3 = Vector3(0.1, 0.0, 0.1)
|
||||
var target_position: Vector3 = Vector3(1.0, 0.0, 1.0)
|
||||
var optimize_path: bool = true
|
||||
@@ -141,6 +141,59 @@ Afterwards the function waits for the next physics frame before continuing with
|
||||
print("Found a path!")
|
||||
print(path)
|
||||
|
||||
.. code-tab:: csharp C#
|
||||
|
||||
using Godot;
|
||||
|
||||
public partial class MyNode3D : Node3D
|
||||
{
|
||||
public override void _Ready()
|
||||
{
|
||||
// Use call deferred to make sure the entire scene tree nodes are setup
|
||||
// else await on 'physics_frame' in a _Ready() might get stuck.
|
||||
CallDeferred(MethodName.CustomSetup);
|
||||
}
|
||||
|
||||
private async void CustomSetup()
|
||||
{
|
||||
// Create a new navigation map.
|
||||
Rid map = NavigationServer3D.MapCreate();
|
||||
NavigationServer3D.MapSetUp(map, Vector3.Up);
|
||||
NavigationServer3D.MapSetActive(map, true);
|
||||
|
||||
// Create a new navigation region and add it to the map.
|
||||
Rid region = NavigationServer3D.RegionCreate();
|
||||
NavigationServer3D.RegionSetTransform(region, Transform3D.Identity);
|
||||
NavigationServer3D.RegionSetMap(region, map);
|
||||
|
||||
// Create a procedural navigation mesh for the region.
|
||||
var newNavigationMesh = new NavigationMesh()
|
||||
{
|
||||
Vertices = new[]
|
||||
{
|
||||
new Vector3(0.0f, 0.0f, 0.0f),
|
||||
new Vector3(9.0f, 0.0f, 0.0f),
|
||||
new Vector3(0.0f, 0.0f, 9.0f),
|
||||
},
|
||||
};
|
||||
int[] polygon = new[] { 0, 1, 2 };
|
||||
newNavigationMesh.AddPolygon(polygon);
|
||||
NavigationServer3D.RegionSetNavigationMesh(region, newNavigationMesh);
|
||||
|
||||
// Wait for NavigationServer sync to adapt to made changes.
|
||||
await ToSignal(GetTree(), SceneTree.SignalName.PhysicsFrame);
|
||||
|
||||
// Query the path from the navigation server.
|
||||
var startPosition = new Vector3(0.1f, 0.0f, 0.1f);
|
||||
var targetPosition = new Vector3(1.0f, 0.0f, 1.0f);
|
||||
|
||||
Vector3[] path = NavigationServer3D.MapGetPath(map, startPosition, targetPosition, optimize: true);
|
||||
|
||||
GD.Print("Found a path!");
|
||||
GD.Print((Variant)path);
|
||||
}
|
||||
}
|
||||
|
||||
Server Avoidance Callbacks
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
|
||||
Reference in New Issue
Block a user