Merge pull request #72947 from DarkKilauea/nav-fix-avoidance-callback
Fix missing avoidance updates when using same velocity
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commit
d69809cab6
2 changed files with 10 additions and 12 deletions
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@ -434,9 +434,8 @@ real_t NavigationAgent2D::get_path_max_distance() {
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}
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void NavigationAgent2D::set_target_position(Vector2 p_position) {
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if (target_position.is_equal_approx(p_position)) {
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return;
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}
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// Intentionally not checking for equality of the parameter, as we want to update the path even if the target position is the same in case the world changed.
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// Revisit later when the navigation server can update the path without requesting a new path.
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target_position = p_position;
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target_position_submitted = true;
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@ -489,9 +488,9 @@ Vector2 NavigationAgent2D::get_final_position() {
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}
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void NavigationAgent2D::set_velocity(Vector2 p_velocity) {
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if (target_velocity.is_equal_approx(p_velocity)) {
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return;
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}
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// Intentionally not checking for equality of the parameter.
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// We need to always submit the velocity to the navigation server, even when it is the same, in order to run avoidance every frame.
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// Revisit later when the navigation server can update avoidance without users resubmitting the velocity.
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target_velocity = p_velocity;
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velocity_submitted = true;
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@ -459,9 +459,8 @@ real_t NavigationAgent3D::get_path_max_distance() {
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}
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void NavigationAgent3D::set_target_position(Vector3 p_position) {
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if (target_position.is_equal_approx(p_position)) {
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return;
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}
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// Intentionally not checking for equality of the parameter, as we want to update the path even if the target position is the same in case the world changed.
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// Revisit later when the navigation server can update the path without requesting a new path.
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target_position = p_position;
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target_position_submitted = true;
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@ -514,9 +513,9 @@ Vector3 NavigationAgent3D::get_final_position() {
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}
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void NavigationAgent3D::set_velocity(Vector3 p_velocity) {
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if (target_velocity.is_equal_approx(p_velocity)) {
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return;
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}
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// Intentionally not checking for equality of the parameter.
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// We need to always submit the velocity to the navigation server, even when it is the same, in order to run avoidance every frame.
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// Revisit later when the navigation server can update avoidance without users resubmitting the velocity.
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target_velocity = p_velocity;
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velocity_submitted = true;
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