112 lines
4.7 KiB
Text
112 lines
4.7 KiB
Text
|
.. _doc_real_time_navigation_3d:
|
||
|
|
||
|
Real Time Navigation (3D)
|
||
|
=========================
|
||
|
|
||
|
Introduction
|
||
|
------------
|
||
|
|
||
|
Pathfinding in a 3D environment is crucial for many games, it's commonly
|
||
|
how non directly controlled characters or entities find their way around
|
||
|
an environment. Godot provides several nodes for this purpose:
|
||
|
|
||
|
- :ref:`Navigation<class_Navigation>` (deprecated)
|
||
|
- :ref:`NavigationMeshInstance<class_NavigationMeshInstance>`
|
||
|
- :ref:`NavigationAgent<class_NavigationAgent>`
|
||
|
- :ref:`NavigationObstacle<class_NavigationObstacle>`
|
||
|
|
||
|
The map and navigation regions
|
||
|
------------------------------
|
||
|
|
||
|
The "map" is the entire world for navigation, it's similar to "space" for
|
||
|
the physics engine. It's comprised of navigation regions, these regions
|
||
|
define parts of the world that can be navigated around by navigation
|
||
|
agents.
|
||
|
|
||
|
To create a navigation region add the :ref:`NavigationMeshInstance<class_NavigationMeshInstance>`
|
||
|
node to a 3D scene. Next in the inspector for that mesh create or add a
|
||
|
:ref:`NavigationMesh<class_NavigationMesh>`. The navmesh contains options
|
||
|
for how it will be generated when it's baked. The geometry options control
|
||
|
which nodes, and types of nodes, are used to bake the mesh. A full
|
||
|
description of each setting and how it works can be found in the :ref:`NavigationMesh class reference<class_NavigationMesh>`.
|
||
|
|
||
|
Once the settings have been properly configured press the "Bake NavMesh"
|
||
|
button at the top of the inspector to generate it.
|
||
|
|
||
|
.. image:: img/bake_navmesh.png
|
||
|
|
||
|
.. note::
|
||
|
|
||
|
It can also be generated at runtime using the `bake_navigation_region()`
|
||
|
method of the navigation region node.
|
||
|
|
||
|
Once the mesh has finished generating you should see the transparent
|
||
|
navigation mesh above the areas in the scene that can be navigated to.
|
||
|
|
||
|
.. image:: img/baked_navmesh.png
|
||
|
|
||
|
Keep in mind that the navmesh shows where the center of an entity can
|
||
|
go. For example, if you set the agent radius to 0.5 then the
|
||
|
navigation mesh will have a distance of 0.5 from any ledges or walls
|
||
|
to prevent clipping into the wall or hanging off of the edge.
|
||
|
|
||
|
Navigation agents can moved from one region to another if they are next
|
||
|
to each other. Additionally a baked navmesh can be moved at runtime and
|
||
|
agents will still be able to navigate onto it from another region.
|
||
|
For example, navigating onto a moving platform that has stopped will work.
|
||
|
|
||
|
NavigationAgent
|
||
|
---------------
|
||
|
|
||
|
Navigation agent nodes are what actually does the pathfinding in a scene,
|
||
|
one can be attached to the root node of an entity that needs to navigate.
|
||
|
|
||
|
To have it pathfind use its `set_target_location` method. Once the target
|
||
|
has been set a path will be generated to the node using navigation regions,
|
||
|
with several points on the way to the final destination.
|
||
|
|
||
|
RVO processing
|
||
|
--------------
|
||
|
|
||
|
RVO stands for reciprocal velocity obstacle. RVO processing is a way to
|
||
|
pathfind while taking into account other agents and physics bodies that
|
||
|
are also moving.
|
||
|
|
||
|
To use it set a target like normal. Then an agent needs to fetch its next
|
||
|
nav path location, and compute its velocity to that location. Instead
|
||
|
of using that value to move use it to set the velocity on the agent
|
||
|
with `set_velocity`. Then a new velocity that takes into account other
|
||
|
agents and obstacles is generated and emitted with the signal `velocity_computed`.
|
||
|
|
||
|
However agents can only take into account a set number of other nearby
|
||
|
agents, this is the :ref:`max neighbors<class_NavigationAgent_property_max_neighbors>`
|
||
|
property of an agent and can be adjusted. This is **not** a limit for
|
||
|
how many agents can use a navigation region at the same time.
|
||
|
|
||
|
NavigationObstacle
|
||
|
------------------
|
||
|
|
||
|
This node is used to mark physics bodies that move around a navigation area
|
||
|
that agents need to avoid (this will only work if you use RVO processing).
|
||
|
For example, this node would be useful for pieces of debris in a destructible
|
||
|
environment. Add it as the child of a physics body and navigation agent
|
||
|
nodes will avoid it while pathfinding.
|
||
|
|
||
|
Generating a path (old method)
|
||
|
------------------------------
|
||
|
|
||
|
This is the old method for generating a navigation path, it will be
|
||
|
removed in Godot 4. First, add a navigation node to the scene, then
|
||
|
add a navigation mesh instance as it's child and set up a navigation
|
||
|
mesh.
|
||
|
|
||
|
To get a path between two areas on a map you use the navigation node
|
||
|
method ``get_simple_path()``. The first argument is a Vector3 of the
|
||
|
starting location, the next is a Vector3 of the end location. And the
|
||
|
last argument is a boolean for whether or not agent properties of a
|
||
|
navmesh are considered when generating a path.
|
||
|
|
||
|
The method will return a :ref:`PoolVector3Array <class_PoolVector3Array>` consisting of
|
||
|
points that make a path. If there is no way to navigate to the end
|
||
|
location the method will return a blank :ref:`PoolVector3Array <class_PoolVector3Array>`.
|