Commit graph

25 commits

Author SHA1 Message Date
K. S. Ernest (iFire) Lee
bcd92b8aa0 Print NavMap error only once for invalid NavMesh.
(cherry picked from commit 67052af918)
2022-06-16 20:47:40 +02:00
smix8
b0a8bcdf49 Fix crash of navigation agents callback when object is invalid
Fix crash of navigation agents callback when object is invalid.

(cherry picked from commit bc38ebe4f0)
2022-06-16 10:03:18 +02:00
smix8
8bd7c6188b [3.5] Update NavigationServer backport
Backports features and bugfixes from current Godot 4.0 to 3.5 and brings functions and codebase of both version largely in sync to make tutorials more compatible and future backports easier.
2022-06-14 05:55:14 +02:00
smix8
47ade6786f Fix MultiMeshInstance crash in navmesh baking when MultiMesh Resource is empty
Fix MultiMeshInstance crash in navmesh baking when MultiMesh Resource is empty

(cherry picked from commit caceceab08)
2022-06-01 00:29:46 +02:00
smix8
88acb5b798 Make Navigation Agents and Obstacles respect parent process mode
Temporarily removes agent from navigation map when parent node cannot process due to SceneTree pause and process_mode property. Normal process_mode does not work as other agents would still avoid the paused agents because they were still active on the navigation map and the rvo world. Also fixes potential crash when region_get_map or agent_get_map is called while no map is set.

(cherry picked from commit 6b51ab66d8)
2022-05-19 15:34:56 +02:00
Rémi Verschelde
52da1bcdca rvo2: Sync with upstream commit bfc0486
bfc048670a
(cherry picked from commit 86cdf1f2cf)
2022-05-19 15:25:43 +02:00
smix8
3e01d32b4c Clamp NavigationMesh sample_distance above zero
While default ReCast library has support for 0.0 'sample_distance' the Godot implementation does not an crashes.
Previously Godot would set all sample_distance values below 0.9 to 0 which causes the crashes.

This limits the sample_distance range selection to 0.1 - 16.0 and also clamps sample_distance that are below 0.1 before ReCast receives them.

(cherry picked from commit e33fa9d833)
2022-05-16 21:10:36 +02:00
smix8
3977eb9107 Add NavigationServer2D/3D API functions to find missing RID info
Utility functions for NavigationServer2D/3D to find missing RID information when working with Server API directly. e.g. from map to regions and agents, from agent or region to map, from region to map and agents and so on ....

Requirement to work with NavigationServer API exklusive without SceneTree nodes and when juggling agents and regions between multiple navigation maps.

(cherry picked from commit 371054e3e5)
2022-05-16 21:10:36 +02:00
smix8
689179036b Add Warning to NavigationMesh bake when source geometry is suspiciously big
Adds Warning when users try to bake a NavigationMesh with suspiciously big source geometry and small cellsizes as this baking process will likely fail or result in a NavigationMesh that will create serious pathfinding performance issues.

(cherry picked from commit 79511af7c9)
2022-05-16 17:14:43 +02:00
trollodel
7c400b3ea0 Use CollisionObject3D API when baking the navmesh with static colliders, instead of collecting CollisionShape3D nodes
(cherry picked from commit 72c37c4bcd)
2022-05-05 14:07:56 +02:00
Rémi Verschelde
ba7881bd36
Merge pull request #60366 from adamscott/nav-map-thread-work-pool-3x
Use ThreadWorkPool instead of thread_process_array in NavMap [3.x]
2022-04-26 18:45:53 +02:00
Adam Scott
7749346f48 Use ThreadWorkPool instead of thread_process_array in NavMap
Port ThreadWorkPool to 3.x
2022-04-26 09:18:46 -04:00
Pawel Lampe
41d788375a Fix crash in GodotNavigationServer::map_get_path, fixes #60413 2022-04-22 18:19:11 +02:00
kleonc
c52d842435 NavMap::get_path Fix not resetting least_cost_id 2022-04-14 17:15:39 +02:00
Pawel Lampe
3035b9c44c Fix navmesh baking, fixes #57148
- improved mesh data calculation from standalone static colliders so that no
  VisualServer calls are performed - and thus no VS mutexes need to
  be locked in case of on-thread baking
- improved the same for GridMap's static colliders
2022-04-02 23:20:41 +02:00
Pawel Lampe
c0d9e4fd07 Fix get_simple_path behavior in 2D, fixes #56852 2022-02-17 18:23:34 +01:00
kleonc
ff06d0978a NavMap Fix polygons being treated like triangle strips instead of triangle fans 2022-02-14 18:22:02 +01:00
Pawel Lampe
6c6e50bf0c Fix navigation merge errors, fixes #56786
- improved `detail/sample_max_error` default value
- improved floating point precision handling in cell key calculations
- improved `merge error` error message
- exposed `cell_height` of `nav_map` to the `Navigation`
- fixed cell key `y` calculation
2022-02-02 23:52:29 +01:00
Pawel Lampe
4d8e6fdd2d Fix transforms involved into navmesh baking
fixes #57231, fixes #57421

Within the context of parsing navigation geometry, this commit:
- added missing transform of `MultiMeshInstance`
- changed all transforms to global ones so that they don't need to be
  calculated by hand
2022-01-30 12:23:53 +01:00
Yuri Sizov
797bb1d97e Ensure that NavMesh baking updates the inspector 2022-01-26 01:16:50 +03:00
rafallus
75fcb31cee [3.x] Consider gridmap collisions in navigation bake 2022-01-24 19:10:33 -06:00
Dardan Bujupaj
752fbc7f4e Fix indexing of polygon points when building path. 2022-01-19 23:39:43 +01:00
Rémi Verschelde
a627cdafc5
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00
Rémi Verschelde
b197de6f5f
Fix typos with codespell
Using codespell 2.1.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
readded
seeked
statics
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2022-01-07 00:14:54 +01:00
Jake Young
09bc9eb101
Backport NavigationServer with RVO2 to 3.x
Change the entire navigation system.
Remove editor prefix from nav mesh generator class. It is now used for baking
at runtime as well.
Navigation supports obstacle avoidance now with the RVO2 library.
Nav system will also automatically link all nav meshes together to form one
overall complete nav map.
2022-01-05 16:00:56 +01:00