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General proofreading (#1262)
* General proofreading for grammar and spelling * General formatting * Addition of appropriate literals where appropriate, i.e. `&"foo"` for `StringName` cases and `^"foo/bar"` for `NodePath` cases
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121
2d/navigation_mesh_chunks/navmesh_chunks_demo_2d.gd
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121
2d/navigation_mesh_chunks/navmesh_chunks_demo_2d.gd
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extends Node2D
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static var map_cell_size: float = 1.0
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static var chunk_size: int = 256
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static var cell_size: float = 1.0
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static var agent_radius: float = 10.0
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static var chunk_id_to_region: Dictionary = {}
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var path_start_position: Vector2
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func _ready() -> void:
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NavigationServer2D.set_debug_enabled(true)
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path_start_position = %DebugPaths.global_position
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var map: RID = get_world_2d().navigation_map
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NavigationServer2D.map_set_cell_size(map, map_cell_size)
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# Disable performance costly edge connection margin feature.
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# This feature is not needed to merge navigation mesh edges.
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# If edges are well aligned they will merge just fine by edge key.
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NavigationServer2D.map_set_use_edge_connections(map, false)
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# Parse the collision shapes below our parse root node.
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var source_geometry: NavigationMeshSourceGeometryData2D = NavigationMeshSourceGeometryData2D.new()
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var parse_settings: NavigationPolygon = NavigationPolygon.new()
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parse_settings.parsed_geometry_type = NavigationPolygon.PARSED_GEOMETRY_STATIC_COLLIDERS
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NavigationServer2D.parse_source_geometry_data(parse_settings, source_geometry, %ParseRootNode)
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# Add an outline to define the traversable surface that the parsed collision shapes can "cut" into.
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var traversable_outline: PackedVector2Array = PackedVector2Array([
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Vector2(0.0, 0.0),
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Vector2(1920.0, 0.0),
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Vector2(1920.0, 1080.0),
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Vector2(0.0, 1080.0),
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])
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source_geometry.add_traversable_outline(traversable_outline)
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create_region_chunks(%ChunksContainer, source_geometry, chunk_size * cell_size, agent_radius)
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static func create_region_chunks(chunks_root_node: Node, p_source_geometry: NavigationMeshSourceGeometryData2D, p_chunk_size: float, p_agent_radius: float) -> void:
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# We need to know how many chunks are required for the input geometry.
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# So first get an axis aligned bounding box that covers all vertices.
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var input_geometry_bounds: Rect2 = p_source_geometry.get_bounds()
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# Rasterize bounding box into chunk grid to know range of required chunks.
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var start_chunk: Vector2 = floor(
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input_geometry_bounds.position / p_chunk_size
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)
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var end_chunk: Vector2 = floor(
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(input_geometry_bounds.position + input_geometry_bounds.size)
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/ p_chunk_size
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)
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for chunk_y in range(start_chunk.y, end_chunk.y + 1):
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for chunk_x in range(start_chunk.x, end_chunk.x + 1):
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var chunk_id: Vector2i = Vector2i(chunk_x, chunk_y)
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var chunk_bounding_box: Rect2 = Rect2(
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Vector2(chunk_x, chunk_y) * p_chunk_size,
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Vector2(p_chunk_size, p_chunk_size),
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)
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# We grow the chunk bounding box to include geometry
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# from all the neighbor chunks so edges can align.
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# The border size is the same value as our grow amount so
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# the final navigation mesh ends up with the intended chunk size.
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var baking_bounds: Rect2 = chunk_bounding_box.grow(p_chunk_size)
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var chunk_navmesh: NavigationPolygon = NavigationPolygon.new()
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chunk_navmesh.parsed_geometry_type = NavigationPolygon.PARSED_GEOMETRY_STATIC_COLLIDERS
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chunk_navmesh.baking_rect = baking_bounds
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chunk_navmesh.border_size = p_chunk_size
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chunk_navmesh.agent_radius = p_agent_radius
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NavigationServer2D.bake_from_source_geometry_data(chunk_navmesh, p_source_geometry)
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# The only reason we reset the baking bounds here is to not render its debug.
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chunk_navmesh.baking_rect = Rect2()
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# Snap vertex positions to avoid most rasterization issues with float precision.
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var navmesh_vertices: PackedVector2Array = chunk_navmesh.vertices
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for i in navmesh_vertices.size():
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var vertex: Vector2 = navmesh_vertices[i]
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navmesh_vertices[i] = vertex.snappedf(map_cell_size * 0.1)
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chunk_navmesh.vertices = navmesh_vertices
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var chunk_region: NavigationRegion2D = NavigationRegion2D.new()
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chunk_region.navigation_polygon = chunk_navmesh
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chunks_root_node.add_child(chunk_region)
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chunk_id_to_region[chunk_id] = chunk_region
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func _process(_delta: float) -> void:
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var mouse_cursor_position: Vector2 = get_global_mouse_position()
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var map: RID = get_world_2d().navigation_map
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# Do not query when the map has never synchronized and is empty.
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if NavigationServer2D.map_get_iteration_id(map) == 0:
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return
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var closest_point_on_navmesh: Vector2 = NavigationServer2D.map_get_closest_point(
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map,
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mouse_cursor_position
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)
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if Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
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path_start_position = closest_point_on_navmesh
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%DebugPaths.global_position = path_start_position
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%PathDebugCorridorFunnel.target_position = closest_point_on_navmesh
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%PathDebugEdgeCentered.target_position = closest_point_on_navmesh
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%PathDebugNoPostProcessing.target_position = closest_point_on_navmesh
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%PathDebugCorridorFunnel.get_next_path_position()
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%PathDebugEdgeCentered.get_next_path_position()
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%PathDebugNoPostProcessing.get_next_path_position()
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