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Co-authored-by: smix8 [email protected]
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skyace65 committed Sep 13, 2022
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3 changes: 2 additions & 1 deletion tutorials/navigation/index.rst
Original file line number Diff line number Diff line change
Expand Up @@ -5,4 +5,5 @@ Navigation
:maxdepth: 1
:name: toc-learn-features-navigation

real_time_navigation_3d
navigation_introduction_2d.rst
navigation_introduction_3d.rst
147 changes: 147 additions & 0 deletions tutorials/navigation/navigation_introduction_2d.rst
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.. _doc_navigation_overview_2d:

Introduction
===================

Godot provides multiple objects, classes and servers to facilitate grid-based- or mesh-based navigation
and pathfinding for 2D and 3D games. The following section provides a quick overview over all available
navigation related objects in Godot for 2D scenes and their primary use.

2D Navigation Overview
----------------------

Godot provides the following objects and classes for 2D navigation:

- :ref:`Astar2D<class_Astar2D>`
``Astar2D`` objects provide an option to find the shortest path in a graph of weighted **points**.

The AStar2D class is best suited for cellbased 2D gameplay that does not require actors to reach any possible position within an area but only predefined, distinct positions.

- :ref:`NavigationServer2D<class_NavigationServer2D>`
``NavigationServer2D`` provides a powerful server API to find the shortest path between two positions on a navigationmesh defined area.

The NavigationServer is best suited for 2D realtime gameplay that does require actors to reach any possible position within an navmesh defined area.
Meshbased navigation scales well with large gameworlds as a large area can often be defined with a single polygon when it would require many, many grid cells.

The NavigationServer holds different navigation maps that each consist of regions that hold navigationmesh data.
Agents can be placed on a map for avoidance calculation.
RIDs are used to reference the internal maps, regions and agents when communicating with the server.

The following NavigationServer RID types are available.
- NavMap RID
Reference to a specific navigation map that holds regions and agents.
The map will attempt to join changed navigationmeshes of regions by proximity.
The map will synchronise regions and agents each physics frame.
- NavRegion RID
Reference to a specific navigation region that can hold navigationmesh data.
The region can be enabled / disabled or the use restricted with a navigationlayer bitmask.
- NavAgent RID
Reference to a specific avoidance agent with a radius value use solely in avoidance.

The following SceneTree Nodes are available as helpers to work with the NavigationServer2D API.

- :ref:`NavigationRegion2D<class_NavigationRegion2D>` Node
A Node that holds a NavigationPolygon resource that defines a navigationmesh for the NavigationServer2D.
The region can be enabled / disabled.
The use in pathfinding can be further restricted through the navigationlayers bitmask.
Regions can join their navigationmeshes by proximity for a combined navigationmesh.

- :ref:`NavigationAgent2D<class_NavigationAgent2D>` Node
An optional helper Node to facilitate common NavigationServer2D API calls for pathfinding and avoidance
for a Node2D inheriting parent Node.

- :ref:`NavigationObstacle2D<class_NavigationObstacle2D>` Node
A Node that acts as an agent with avoidance radius, to work it just needs to be added under a Node2D
inheriting parent Node. Obstacles are intended as a last resort option for constantly moving objects
that cannot be re(baked) to a navigationmesh efficiently. This node also only works if RVO processing
is being used.

The 2D navigationmeshes are defined with the following resources:

- :ref:`NavigationPolygon<class_NavigationPolygon>` Resource
A resource that holds 2D navigationmesh data and provides polygon drawtools to define navigation areas inside the Editor as well as at runtime.

- The NavigationRegion2D Node uses this resource to define its navigation area.
- The NavigationServer2D uses this resource to update navmesh of individual regions.
- The TileSet Editor creates and uses this resource internally when defining tile navigation areas.

Setup for 2D scene
------------------

The following steps show the basic setup for a minimum viable navigation in 2D that uses the
NavigationServer2D and a NavigationAgent2D for path movement.

1.) Add a NavigationRegion2D Node to the scene.

2.) Click on the region node and add a new NavigationPolygon Resource to the region node

.. image:: img/nav_2d_min_setup_step1.png

3.) Define the moveable navigation area with the NavigationPolygon draw tool

.. image:: img/nav_2d_min_setup_step2.png

.. note::

The navigation mesh defines the area where an actor can stand and move with its center.
Leave enough margin between the navpolygon edges and collision objects to not get path following actors repeatedly stuck on collision.

4.) Add a CharacterBody2D below the region node with a basic collision shape and a sprite or mesh for visuals.

5.) Add a NavigationAgent2D node below the character node

.. image:: img/nav_2d_min_setup_step3.png

6.) Add the following script to the CharacterBody2D node. Set a movement target with the set_movement_target() function after the scene has fully loaded and the NavigationServer had time to sync.

.. note::

On the first frame the NavigationServer map has not synchronised region data and any path query will return empty.
Use ``await get_tree().physics_frame`` to pause scripts until the NavigationServer had time to sync.

.. tabs::
.. code-tab:: gdscript GDScript

extends CharacterBody2D

var movement_speed : float = 200.0
var movement_target_position : Vector2 = Vector2(60.0,180.0)

@onready var navigation_agent : NavigationAgent2D = $NavigationAgent2D

func _ready():
# these values need to be adjusted for the actor's speed
# and the navpolygon layout as each crossed edge will create a path point
# If the actor moves to fast it might overshoot
# multiple path points in one frame and start to backtrack
navigation_agent.path_desired_distance = 4.0
navigation_agent.target_desired_distance = 4.0

# make a deferred function call to assure the entire Scenetree is loaded
call_deferred("actor_setup")

func actor_setup():
# wait for the first physics frame so the NavigationServer can sync
await get_tree().physics_frame

# now that the navigation map is no longer empty set the movement target
set_movement_target(movement_target_position)

func set_movement_target(movement_target : Vector2):
navigation_agent.set_target_location(movement_target)

func _physics_process(delta):

if navigation_agent.is_target_reached():
return

var current_agent_position : Vector2 = global_transform.origin
var next_path_position : Vector2 = navigation_agent.get_next_location()

var new_velocity : Vector2 = next_path_position - current_agent_position
new_velocity = new_velocity.normalized()
new_velocity = new_velocity * movement_speed

set_velocity(new_velocity)

move_and_slide()
134 changes: 134 additions & 0 deletions tutorials/navigation/navigation_introduction_3d.rst
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.. _doc_navigation_overview_3d:

Introduction
===================

Godot provides multiple objects, classes and servers to facilitate grid-based- or mesh-based navigation
and pathfinding for 2D and 3D games. The following section provides a quick overview over all available
navigation related objects in Godot for 3D scenes and their primary use.

3D Navigation Overview
----------------------

Godot provides the following objects and classes for 3D navigation:

- :ref:`Astar3D<class_Astar3D>`
``Astar3D`` objects provide an option to find the shortest path in a graph of weighted **points**.

The AStar3D class is best suited for cellbased 3D gameplay that does not require actors to reach any
possible position within an area but only predefined, distinct positions.

- :ref:`NavigationServer3D<class_NavigationServer3D>`
``NavigationServer3D`` provides a powerful server API to find the shortest path between two positions
on a navigationmesh defined area.

The NavigationServer is best suited for 3D realtime gameplay that does require actors to reach any
possible position within an navmesh defined area. Meshbased navigation scales well with large gameworlds
as a large area can often be defined with a single polygon when it would require many, many grid cells.

The NavigationServer holds different navigation maps that each consist of regions that hold navigationmesh
data. Agents can be placed on a map for avoidance calculation. RIDs are used to reference the internal maps,
regions and agents when communicating with the server.

The following NavigationServer RID types are available.
- NavMap RID
Reference to a specific navigation map that holds regions and agents.
The map will attempt to join changed navigationmeshes of regions by proximity.
The map will synchronise regions and agents each physics frame.
- NavRegion RID
Reference to a specific navigation region that can hold navigationmesh data.
The region can be enabled / disabled or the use restricted with a navigationlayer bitmask.
- NavAgent RID
Reference to a specific avoidance agent with a radius value use solely in avoidance.

The following SceneTree Nodes are available as helpers to work with the NavigationServer3D API.

- :ref:`NavigationRegion3D<class_NavigationRegion3D>` Node
A Node that holds a NavigationMesh resource that defines a navigationmesh for the NavigationServer3D.
The region can be enabled / disabled.
The use in pathfinding can be further restricted through the navigationlayers bitmask.
Regions can join their navigationmeshes by proximity for a combined navigationmesh.

- :ref:`NavigationAgent3D<class_NavigationAgent3D>` Node
An optional helper Node to facilitate common NavigationServer3D API calls for pathfinding and avoidance for
a Node3D inheriting parent Node.

- :ref:`NavigationObstacle3D<class_NavigationObstacle3D>` Node
A Node that acts as an agent with avoidance radius, to work it just needs to be added under a Node3D
inheriting parent Node. Obstacles are intended as a last resort option for constantly moving objects
that cannot be re(baked) to a navigationmesh efficiently. This node also only works if RVO processing
is being used.

The 3D navigationmeshes are defined with the following resources:

- :ref:`NavigationMesh<class_NavigationMesh>` Resource
A resource that holds 3D navigationmesh data and provides 3D geometry baking options to define navigation
areas inside the Editor as well as at runtime.

- The NavigationRegion3D Node uses this resource to define its navigation area.
- The NavigationServer3D uses this resource to update navmesh of individual regions.
- The GridMap Editor uses this resource when specific navigationmeshes are defined for each gridcell.

Setup for 3D scene
------------------

The following steps show how to setup a minimum viable navigation in 3D that uses the NavigationServer3D and
a NavigationAgent3D for path movement.

1.) Add a NavigationRegion3D Node to the scene.

2.) Click on the region node and add a new NavigationMesh Resource to the region node

.. image:: img/nav_3d_min_setup_step1.png

3.) Add a new MeshInstance node as a child of the region node

4.) Select the meshinstance node and add a new PlaneMesh and increase the xy size to 10.

5.) Select the region node again and press the "Bake Navmesh" button on the top bar

.. image:: img/nav_3d_min_setup_step2.png

7.) Now a transparent navigationmesh appeared that hovers some distance on top the planemesh.

.. image:: img/nav_3d_min_setup_step3.png

8.) Add a CharacterBody3D below the region node with a basic collision shape and some mesh for visuals.

9.) Add a NavigationAgent3D node below the character node

.. image:: img/nav_3d_min_setup_step4.png

10.) Add a script to the CharacterBody3D node with the following content.

.. tabs::
.. code-tab:: gdscript GDScript

extends CharacterBody3D

var movement_speed : float = 4.0

@onready var navigation_agent = $NavigationAgent3D

func set_movement_target(movement_target : Vector3):
navigation_agent.set_target_location(movement_target)

func _physics_process(delta):

var current_agent_position : Vector3 = global_transform.origin
var next_path_position : Vector3 = navigation_agent.get_next_location()

var new_velocity : Vector3 = next_path_position - current_agent_position
new_velocity = new_velocity.normalized()
new_velocity = new_velocity * movement_speed

set_velocity(new_velocity)
move_and_slide()

Set a movement target with the set_movement_target() function after the scene has fully loaded.
Also add a Camera3D and some light and environment to see something.

.. warning::

On the first frame the NavigationServer map has not synchronised region data and any path query will return empty.
Use ``await get_tree().physics_frame`` to pause scripts until the NavigationServer had time to sync.
92 changes: 0 additions & 92 deletions tutorials/navigation/real_time_navigation_3d.rst

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