Add navigation mesh chunks demos (#1099)

Adds 2D and 3D demo project for how to bake navigation meshes for large world chunk systems.
This commit is contained in:
smix8
2024-08-08 17:22:47 +02:00
committed by GitHub
parent 0fba875c72
commit cbb68060c6
14 changed files with 646 additions and 0 deletions

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# Navigation Mesh Chunks 2D
Demo that shows how to bake navigation meshes for large world chunk systems.
A mouse cursor left click changes the start position for the debug paths.
Language: GDScript
Renderer: Compatibility
> Note: this demo requires Godot 4.3 or later
## Screenshots
![Screenshot](screenshots/navigation_mesh_chunks.webp)

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extends Node2D
static var map_cell_size: float = 1.0
static var chunk_size: int = 256
static var cell_size: float = 1.0
static var agent_radius: float = 10.0
static var chunk_id_to_region: Dictionary = {}
var path_start_position: Vector2
func _ready() -> void:
NavigationServer2D.set_debug_enabled(true)
path_start_position = %DebugPaths.global_position
var map: RID = get_world_2d().navigation_map
NavigationServer2D.map_set_cell_size(map, map_cell_size)
# Disable performance costly edge connection margin feature.
# This feature is not needed to merge navigation mesh edges.
# If edges are well aligned they will merge just fine by edge key.
NavigationServer2D.map_set_use_edge_connections(map, false)
# Parse the collision shapes below our parse root node.
var source_geometry: NavigationMeshSourceGeometryData2D = NavigationMeshSourceGeometryData2D.new()
var parse_settings: NavigationPolygon = NavigationPolygon.new()
parse_settings.parsed_geometry_type = NavigationPolygon.PARSED_GEOMETRY_STATIC_COLLIDERS
NavigationServer2D.parse_source_geometry_data(parse_settings, source_geometry, %ParseRootNode)
# Add an outline to define the traversable surface that the parsed collision shapes can "cut" into.
var traversable_outline: PackedVector2Array = PackedVector2Array([
Vector2(0.0, 0.0),
Vector2(1920.0, 0.0),
Vector2(1920.0, 1080.0),
Vector2(0.0, 1080.0),
])
source_geometry.add_traversable_outline(traversable_outline)
create_region_chunks(%ChunksContainer, source_geometry, chunk_size * cell_size, agent_radius)
static func create_region_chunks(chunks_root_node: Node, p_source_geometry: NavigationMeshSourceGeometryData2D, p_chunk_size: float, p_agent_radius: float) -> void:
# We need to know how many chunks are required for the input geometry.
# So first get an axis aligned bounding box that covers all vertices.
var input_geometry_bounds: Rect2 = calculate_source_geometry_bounds(p_source_geometry)
# Rasterize bounding box into chunk grid to know range of required chunks.
var start_chunk: Vector2 = floor(
input_geometry_bounds.position / p_chunk_size
)
var end_chunk: Vector2 = floor(
(input_geometry_bounds.position + input_geometry_bounds.size)
/ p_chunk_size
)
for chunk_y in range(start_chunk.y, end_chunk.y + 1):
for chunk_x in range(start_chunk.x, end_chunk.x + 1):
var chunk_id: Vector2i = Vector2i(chunk_x, chunk_y)
var chunk_bounding_box: Rect2 = Rect2(
Vector2(chunk_x, chunk_y) * p_chunk_size,
Vector2(p_chunk_size, p_chunk_size),
)
# We grow the chunk bounding box to include geometry
# from all the neighbor chunks so edges can align.
# The border size is the same value as our grow amount so
# the final navigation mesh ends up with the intended chunk size.
var baking_bounds: Rect2 = chunk_bounding_box.grow(p_chunk_size)
var chunk_navmesh: NavigationPolygon = NavigationPolygon.new()
chunk_navmesh.parsed_geometry_type = NavigationPolygon.PARSED_GEOMETRY_STATIC_COLLIDERS
chunk_navmesh.baking_rect = baking_bounds
chunk_navmesh.border_size = p_chunk_size
chunk_navmesh.agent_radius = p_agent_radius
NavigationServer2D.bake_from_source_geometry_data(chunk_navmesh, p_source_geometry)
# The only reason we reset the baking bounds here is to not render its debug.
chunk_navmesh.baking_rect = Rect2()
# Snap vertex positions to avoid most rasterization issues with float precision.
var navmesh_vertices: PackedVector2Array = chunk_navmesh.vertices
for i in navmesh_vertices.size():
var vertex: Vector2 = navmesh_vertices[i]
navmesh_vertices[i] = vertex.snappedf(map_cell_size * 0.1)
chunk_navmesh.vertices = navmesh_vertices
var chunk_region: NavigationRegion2D = NavigationRegion2D.new()
chunk_region.navigation_polygon = chunk_navmesh
chunks_root_node.add_child(chunk_region)
chunk_id_to_region[chunk_id] = chunk_region
static func calculate_source_geometry_bounds(p_source_geometry: NavigationMeshSourceGeometryData2D) -> Rect2:
if p_source_geometry.has_method("get_bounds"):
# Godot 4.3 Patch added get_bounds() function that does the same but faster.
return p_source_geometry.call("get_bounds")
var bounds: Rect2 = Rect2()
var first_vertex: bool = true
for traversable_outline: PackedVector2Array in p_source_geometry.get_traversable_outlines():
for traversable_point: Vector2 in traversable_outline:
if first_vertex:
first_vertex = false
bounds.position = traversable_point
else:
bounds = bounds.expand(traversable_point)
for obstruction_outline: PackedVector2Array in p_source_geometry.get_obstruction_outlines():
for obstruction_point: Vector2 in obstruction_outline:
if first_vertex:
first_vertex = false
bounds.position = obstruction_point
else:
bounds = bounds.expand(obstruction_point)
for projected_obstruction: Dictionary in p_source_geometry.get_projected_obstructions():
var projected_obstruction_vertices: PackedFloat32Array = projected_obstruction["vertices"]
for i in projected_obstruction_vertices.size() / 2:
var vertex: Vector2 = Vector2(projected_obstruction_vertices[i * 2], projected_obstruction_vertices[i * 2 + 1])
if first_vertex:
first_vertex = false
bounds.position = vertex
else:
bounds = bounds.expand(vertex)
return bounds
func _process(_delta: float) -> void:
var mouse_cursor_position: Vector2 = get_global_mouse_position()
var map: RID = get_world_2d().navigation_map
# Do not query when the map has never synchronized and is empty.
if NavigationServer2D.map_get_iteration_id(map) == 0:
return
var closest_point_on_navmesh: Vector2 = NavigationServer2D.map_get_closest_point(
map,
mouse_cursor_position
)
if Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
path_start_position = closest_point_on_navmesh
%DebugPaths.global_position = path_start_position
%PathDebugCorridorFunnel.target_position = closest_point_on_navmesh
%PathDebugEdgeCentered.target_position = closest_point_on_navmesh
%PathDebugCorridorFunnel.get_next_path_position()
%PathDebugEdgeCentered.get_next_path_position()

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[gd_scene load_steps=2 format=3 uid="uid://svfku2i5n033"]
[ext_resource type="Script" path="res://navmesh_chhunks_demo_2d.gd" id="1_d68tl"]
[node name="NavMeshChunksDemo2D" type="Node2D"]
script = ExtResource("1_d68tl")
[node name="Camera2D" type="Camera2D" parent="."]
position = Vector2(960, 540)
zoom = Vector2(0.8, 0.8)
[node name="ParseRootNode" type="Node2D" parent="."]
unique_name_in_owner = true
[node name="StaticBody2D" type="StaticBody2D" parent="ParseRootNode"]
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="ParseRootNode/StaticBody2D"]
polygon = PackedVector2Array(244, 147, 636, 155, 376, 391, 460, 655, 804, 795, 756, 971, 484, 839, 308, 963, 132, 811, 128, 559)
[node name="CollisionPolygon2D2" type="CollisionPolygon2D" parent="ParseRootNode/StaticBody2D"]
polygon = PackedVector2Array(1312, 207, 1596, 91, 1832, 175, 1739, 926, 1562, 796, 1508, 935, 1184, 811, 1324, 533, 1499, 599, 1684, 511, 1596, 322)
[node name="CollisionPolygon2D3" type="CollisionPolygon2D" parent="ParseRootNode/StaticBody2D"]
polygon = PackedVector2Array(661, 339, 943, 397, 1112, 178, 1172, 443, 960, 639, 700, 579)
[node name="DebugPaths" type="Node2D" parent="."]
unique_name_in_owner = true
[node name="PathDebugCorridorFunnel" type="NavigationAgent2D" parent="DebugPaths"]
unique_name_in_owner = true
debug_enabled = true
debug_use_custom = true
debug_path_custom_color = Color(1, 0, 1, 1)
debug_path_custom_point_size = 10.0
debug_path_custom_line_width = 4.0
[node name="PathDebugEdgeCentered" type="NavigationAgent2D" parent="DebugPaths"]
unique_name_in_owner = true
path_postprocessing = 1
debug_enabled = true
debug_use_custom = true
debug_path_custom_color = Color(1, 1, 0, 1)
debug_path_custom_point_size = 10.0
debug_path_custom_line_width = 4.0
[node name="ChunksContainer" type="Node2D" parent="."]
unique_name_in_owner = true
[node name="CanvasLayer" type="CanvasLayer" parent="."]
[node name="PanelContainer" type="PanelContainer" parent="CanvasLayer"]
offset_right = 40.0
offset_bottom = 40.0
[node name="MarginContainer" type="MarginContainer" parent="CanvasLayer/PanelContainer"]
layout_mode = 2
theme_override_constants/margin_left = 15
theme_override_constants/margin_top = 15
theme_override_constants/margin_right = 15
theme_override_constants/margin_bottom = 15
[node name="VBoxContainer" type="VBoxContainer" parent="CanvasLayer/PanelContainer/MarginContainer"]
layout_mode = 2
[node name="Label" type="Label" parent="CanvasLayer/PanelContainer/MarginContainer/VBoxContainer"]
layout_mode = 2
text = "Use cursor button to set path start position"
[node name="HBoxContainer" type="HBoxContainer" parent="CanvasLayer/PanelContainer/MarginContainer/VBoxContainer"]
layout_mode = 2
theme_override_constants/separation = 10
[node name="ColorRect" type="ColorRect" parent="CanvasLayer/PanelContainer/MarginContainer/VBoxContainer/HBoxContainer"]
custom_minimum_size = Vector2(128, 8)
layout_mode = 2
size_flags_vertical = 4
color = Color(1, 0, 1, 1)
[node name="Label" type="Label" parent="CanvasLayer/PanelContainer/MarginContainer/VBoxContainer/HBoxContainer"]
layout_mode = 2
text = "Path corridor-funnel"
horizontal_alignment = 1
vertical_alignment = 1
[node name="HBoxContainer2" type="HBoxContainer" parent="CanvasLayer/PanelContainer/MarginContainer/VBoxContainer"]
layout_mode = 2
theme_override_constants/separation = 10
[node name="ColorRect" type="ColorRect" parent="CanvasLayer/PanelContainer/MarginContainer/VBoxContainer/HBoxContainer2"]
custom_minimum_size = Vector2(128, 8)
layout_mode = 2
size_flags_vertical = 4
color = Color(1, 1, 0, 1)
[node name="Label" type="Label" parent="CanvasLayer/PanelContainer/MarginContainer/VBoxContainer/HBoxContainer2"]
layout_mode = 2
text = "Path edge-centered"
horizontal_alignment = 1
vertical_alignment = 1

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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="Navigation Mesh Chunks 2D"
config/tags=PackedStringArray("2d", "ai", "demo", "official")
run/main_scene="res://navmesh_chhunks_demo_2d.tscn"
config/features=PackedStringArray("4.3", "GL Compatibility")
config/icon="res://icon.webp"
[display]
window/size/viewport_width=1920
window/size/viewport_height=1080
window/stretch/mode="canvas_items"
window/stretch/aspect="expand"
[rendering]
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"

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# Navigation Mesh Chunks 3D
Demo that shows how to bake navigation meshes for large world chunk systems.
A mouse cursor left click changes the start position for the debug paths.
Language: GDScript
Renderer: Compatibility
> Note: this demo requires Godot 4.3 or later
## Screenshots
![Screenshot](screenshots/navigation_mesh_chunks.webp)

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extends Node3D
static var map_cell_size: float = 0.25
static var chunk_size: int = 16
static var cell_size: float = 0.25
static var agent_radius: float = 0.5
static var chunk_id_to_region: Dictionary = {}
var path_start_position: Vector3
func _ready() -> void:
NavigationServer3D.set_debug_enabled(true)
path_start_position = %DebugPaths.global_position
var map: RID = get_world_3d().navigation_map
NavigationServer3D.map_set_cell_size(map, map_cell_size)
# Disable performance costly edge connection margin feature.
# This feature is not needed to merge navigation mesh edges.
# If edges are well aligned they will merge just fine by edge key.
NavigationServer3D.map_set_use_edge_connections(map, false)
# Parse the collision shapes below our parse root node.
var source_geometry: NavigationMeshSourceGeometryData3D = NavigationMeshSourceGeometryData3D.new()
var parse_settings: NavigationMesh = NavigationMesh.new()
parse_settings.geometry_parsed_geometry_type = NavigationMesh.PARSED_GEOMETRY_STATIC_COLLIDERS
NavigationServer3D.parse_source_geometry_data(parse_settings, source_geometry, %ParseRootNode)
create_region_chunks(%ChunksContainer, source_geometry, chunk_size * cell_size, agent_radius)
static func create_region_chunks(chunks_root_node: Node, p_source_geometry: NavigationMeshSourceGeometryData3D, p_chunk_size: float, p_agent_radius: float) -> void:
# We need to know how many chunks are required for the input geometry.
# So first get an axis aligned bounding box that covers all vertices.
var input_geometry_bounds: AABB = calculate_source_geometry_bounds(p_source_geometry)
# Rasterize bounding box into chunk grid to know range of required chunks.
var start_chunk: Vector3 = floor(
input_geometry_bounds.position / p_chunk_size
)
var end_chunk: Vector3 = floor(
(input_geometry_bounds.position + input_geometry_bounds.size)
/ p_chunk_size
)
# NavigationMesh.border_size is limited to the xz-axis.
# So we can only bake one chunk for the y-axis and also
# need to span the bake bounds over the entire y-axis.
# If we dont do this we would create duplicated polygons
# and stack them on top of each other causing merge errors.
var bounds_min_height: float = start_chunk.y
var bounds_max_height: float = end_chunk.y + p_chunk_size
var chunk_y: int = 0
for chunk_z in range(start_chunk.z, end_chunk.z + 1):
for chunk_x in range(start_chunk.x, end_chunk.x + 1):
var chunk_id: Vector3i = Vector3i(chunk_x, chunk_y, chunk_z)
var chunk_bounding_box: AABB = AABB(
Vector3(chunk_x, bounds_min_height, chunk_z) * p_chunk_size,
Vector3(p_chunk_size, bounds_max_height, p_chunk_size),
)
# We grow the chunk bounding box to include geometry
# from all the neighbor chunks so edges can align.
# The border size is the same value as our grow amount so
# the final navigation mesh ends up with the intended chunk size.
var baking_bounds: AABB = chunk_bounding_box.grow(p_chunk_size)
var chunk_navmesh: NavigationMesh = NavigationMesh.new()
chunk_navmesh.geometry_parsed_geometry_type = NavigationMesh.PARSED_GEOMETRY_STATIC_COLLIDERS
chunk_navmesh.cell_size = cell_size
chunk_navmesh.cell_height = cell_size
chunk_navmesh.filter_baking_aabb = baking_bounds
chunk_navmesh.border_size = p_chunk_size
chunk_navmesh.agent_radius = p_agent_radius
NavigationServer3D.bake_from_source_geometry_data(chunk_navmesh, p_source_geometry)
# The only reason we reset the baking bounds here is to not render its debug.
chunk_navmesh.filter_baking_aabb = AABB()
# Snap vertex positions to avoid most rasterization issues with float precision.
var navmesh_vertices: PackedVector3Array = chunk_navmesh.vertices
for i in navmesh_vertices.size():
var vertex: Vector3 = navmesh_vertices[i]
navmesh_vertices[i] = vertex.snappedf(map_cell_size * 0.1)
chunk_navmesh.vertices = navmesh_vertices
var chunk_region: NavigationRegion3D = NavigationRegion3D.new()
chunk_region.navigation_mesh = chunk_navmesh
chunks_root_node.add_child(chunk_region)
chunk_id_to_region[chunk_id] = chunk_region
static func calculate_source_geometry_bounds(p_source_geometry: NavigationMeshSourceGeometryData3D) -> AABB:
if p_source_geometry.has_method("get_bounds"):
# Godot 4.3 Patch added get_bounds() function that does the same but faster.
return p_source_geometry.call("get_bounds")
var bounds: AABB = AABB()
var first_vertex: bool = true
var vertices: PackedFloat32Array = p_source_geometry.get_vertices()
var vertices_count: int = vertices.size() / 3
for i in vertices_count:
var vertex: Vector3 = Vector3(vertices[i * 3], vertices[i * 3 + 1], vertices[i * 3 + 2])
if first_vertex:
first_vertex = false
bounds.position = vertex
else:
bounds = bounds.expand(vertex)
for projected_obstruction: Dictionary in p_source_geometry.get_projected_obstructions():
var projected_obstruction_vertices: PackedFloat32Array = projected_obstruction["vertices"]
for i in projected_obstruction_vertices.size() / 3:
var vertex: Vector3 = Vector3(projected_obstruction.vertices[i * 3], projected_obstruction.vertices[i * 3 + 1], projected_obstruction.vertices[i * 3 + 2]);
if first_vertex:
first_vertex = false
bounds.position = vertex
else:
bounds = bounds.expand(vertex)
return bounds
func _process(_delta: float) -> void:
var mouse_cursor_position: Vector2 = get_viewport().get_mouse_position()
var map: RID = get_world_3d().navigation_map
# Do not query when the map has never synchronized and is empty.
if NavigationServer3D.map_get_iteration_id(map) == 0:
return
var camera: Camera3D = get_viewport().get_camera_3d()
var camera_ray_length: float = 1000.0
var camera_ray_start: Vector3 = camera.project_ray_origin(mouse_cursor_position)
var camera_ray_end: Vector3 = camera_ray_start + camera.project_ray_normal(mouse_cursor_position) * camera_ray_length
var closest_point_on_navmesh: Vector3 = NavigationServer3D.map_get_closest_point_to_segment(
map,
camera_ray_start,
camera_ray_end
)
if Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
path_start_position = closest_point_on_navmesh
%DebugPaths.global_position = path_start_position
%PathDebugCorridorFunnel.target_position = closest_point_on_navmesh
%PathDebugEdgeCentered.target_position = closest_point_on_navmesh
%PathDebugCorridorFunnel.get_next_path_position()
%PathDebugEdgeCentered.get_next_path_position()

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[gd_scene load_steps=11 format=3 uid="uid://cir4dtbp7i1ky"]
[ext_resource type="Script" path="res://navmesh_chhunks_demo_3d.gd" id="1_027f2"]
[sub_resource type="ProceduralSkyMaterial" id="ProceduralSkyMaterial_p73ky"]
sky_horizon_color = Color(0.64625, 0.65575, 0.67075, 1)
ground_horizon_color = Color(0.64625, 0.65575, 0.67075, 1)
[sub_resource type="Sky" id="Sky_k64yg"]
sky_material = SubResource("ProceduralSkyMaterial_p73ky")
[sub_resource type="Environment" id="Environment_ccmns"]
background_mode = 2
sky = SubResource("Sky_k64yg")
tonemap_mode = 2
glow_enabled = true
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_8p3iq"]
albedo_color = Color(0.2, 0.2, 0.2, 1)
[sub_resource type="BoxMesh" id="BoxMesh_yn2x6"]
size = Vector3(15, 1, 15)
[sub_resource type="ConvexPolygonShape3D" id="ConvexPolygonShape3D_7rw3x"]
points = PackedVector3Array(-7.5, -0.5, -7.5, -7.5, 0.5, -7.5, 7.5, -0.5, -7.5, -7.5, -0.5, 7.5, -7.5, 0.5, 7.5, 7.5, 0.5, -7.5, 7.5, -0.5, 7.5, 7.5, 0.5, 7.5)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_3kxje"]
albedo_color = Color(0.5, 0, 0, 1)
[sub_resource type="BoxMesh" id="BoxMesh_hdqb8"]
size = Vector3(5, 4, 5)
[sub_resource type="ConvexPolygonShape3D" id="ConvexPolygonShape3D_ydj0h"]
points = PackedVector3Array(-2.5, -2, -2.5, -2.5, 2, -2.5, 2.5, -2, -2.5, -2.5, -2, 2.5, -2.5, 2, 2.5, 2.5, 2, -2.5, 2.5, -2, 2.5, 2.5, 2, 2.5)
[node name="NavMeshChunksDemo3D" type="Node3D"]
script = ExtResource("1_027f2")
[node name="Camera3D" type="Camera3D" parent="."]
transform = Transform3D(0.707107, -0.5, 0.5, 0, 0.707107, 0.707107, -0.707107, -0.5, 0.5, 15, 18, 15)
current = true
fov = 40.0
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="."]
transform = Transform3D(-0.866024, -0.433016, 0.250001, 0, 0.499998, 0.866026, -0.500003, 0.749999, -0.43301, 0, 0, 0)
shadow_enabled = true
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_ccmns")
[node name="ParseRootNode" type="Node3D" parent="."]
unique_name_in_owner = true
[node name="Ground" type="MeshInstance3D" parent="ParseRootNode"]
material_override = SubResource("StandardMaterial3D_8p3iq")
mesh = SubResource("BoxMesh_yn2x6")
[node name="StaticBody3D" type="StaticBody3D" parent="ParseRootNode/Ground"]
[node name="CollisionShape3D" type="CollisionShape3D" parent="ParseRootNode/Ground/StaticBody3D"]
shape = SubResource("ConvexPolygonShape3D_7rw3x")
[node name="CenterBlock" type="MeshInstance3D" parent="ParseRootNode"]
material_override = SubResource("StandardMaterial3D_3kxje")
mesh = SubResource("BoxMesh_hdqb8")
[node name="NavmeshDiscard" type="NavigationObstacle3D" parent="ParseRootNode/CenterBlock"]
height = 3.0
vertices = PackedVector3Array(-2.5, 0, -2.5, 2.5, 0, -2.5, 2.5, 0, 2.5, -2.5, 0, 2.5)
affect_navigation_mesh = true
avoidance_enabled = false
[node name="StaticBody3D" type="StaticBody3D" parent="ParseRootNode/CenterBlock"]
[node name="CollisionShape3D" type="CollisionShape3D" parent="ParseRootNode/CenterBlock/StaticBody3D"]
shape = SubResource("ConvexPolygonShape3D_ydj0h")
[node name="DebugPaths" type="Node3D" parent="."]
unique_name_in_owner = true
[node name="PathDebugCorridorFunnel" type="NavigationAgent3D" parent="DebugPaths"]
unique_name_in_owner = true
debug_enabled = true
debug_use_custom = true
debug_path_custom_color = Color(1, 0, 1, 1)
debug_path_custom_point_size = 10.0
[node name="PathDebugEdgeCentered" type="NavigationAgent3D" parent="DebugPaths"]
unique_name_in_owner = true
path_postprocessing = 1
debug_enabled = true
debug_use_custom = true
debug_path_custom_color = Color(1, 1, 0, 1)
debug_path_custom_point_size = 10.0
[node name="DebugMousePos" type="Node3D" parent="DebugPaths"]
unique_name_in_owner = true
[node name="ChunksContainer" type="Node3D" parent="."]
unique_name_in_owner = true
[node name="CanvasLayer" type="CanvasLayer" parent="."]
[node name="PanelContainer" type="PanelContainer" parent="CanvasLayer"]
offset_right = 40.0
offset_bottom = 40.0
[node name="MarginContainer" type="MarginContainer" parent="CanvasLayer/PanelContainer"]
layout_mode = 2
theme_override_constants/margin_left = 15
theme_override_constants/margin_top = 15
theme_override_constants/margin_right = 15
theme_override_constants/margin_bottom = 15
[node name="VBoxContainer" type="VBoxContainer" parent="CanvasLayer/PanelContainer/MarginContainer"]
layout_mode = 2
[node name="Label" type="Label" parent="CanvasLayer/PanelContainer/MarginContainer/VBoxContainer"]
layout_mode = 2
text = "Use cursor button to set path start position"
[node name="HBoxContainer" type="HBoxContainer" parent="CanvasLayer/PanelContainer/MarginContainer/VBoxContainer"]
layout_mode = 2
theme_override_constants/separation = 10
[node name="ColorRect" type="ColorRect" parent="CanvasLayer/PanelContainer/MarginContainer/VBoxContainer/HBoxContainer"]
custom_minimum_size = Vector2(128, 8)
layout_mode = 2
size_flags_vertical = 4
color = Color(1, 0, 1, 1)
[node name="Label" type="Label" parent="CanvasLayer/PanelContainer/MarginContainer/VBoxContainer/HBoxContainer"]
layout_mode = 2
text = "Path corridor-funnel"
horizontal_alignment = 1
vertical_alignment = 1
[node name="HBoxContainer2" type="HBoxContainer" parent="CanvasLayer/PanelContainer/MarginContainer/VBoxContainer"]
layout_mode = 2
theme_override_constants/separation = 10
[node name="ColorRect" type="ColorRect" parent="CanvasLayer/PanelContainer/MarginContainer/VBoxContainer/HBoxContainer2"]
custom_minimum_size = Vector2(128, 8)
layout_mode = 2
size_flags_vertical = 4
color = Color(1, 1, 0, 1)
[node name="Label" type="Label" parent="CanvasLayer/PanelContainer/MarginContainer/VBoxContainer/HBoxContainer2"]
layout_mode = 2
text = "Path edge-centered"
horizontal_alignment = 1
vertical_alignment = 1

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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="Navigation Mesh Chunks 3D"
config/tags=PackedStringArray("3d", "ai", "demo", "official")
run/main_scene="res://navmesh_chhunks_demo_3d.tscn"
config/features=PackedStringArray("4.3", "GL Compatibility")
config/icon="res://icon.webp"
[rendering]
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"
anti_aliasing/quality/msaa_3d=2

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