Stop NavigationAgents without a target from moving to world origin

Stops NavigationAgents moving to the world origin without anyone telling them to do so.
This commit is contained in:
smix8 2022-12-06 22:30:34 +01:00
parent c241f1c523
commit 860379fc16
4 changed files with 14 additions and 2 deletions

View File

@ -161,7 +161,7 @@ void NavigationAgent2D::_notification(int p_what) {
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
if (agent_parent) {
if (agent_parent && target_position_submitted) {
if (avoidance_enabled) {
// agent_position on NavigationServer is avoidance only and has nothing to do with pathfinding
// no point in flooding NavigationServer queue with agent position updates that get send to the void if avoidance is not used
@ -314,6 +314,7 @@ real_t NavigationAgent2D::get_path_max_distance() {
void NavigationAgent2D::set_target_location(Vector2 p_location) {
target_location = p_location;
target_position_submitted = true;
_request_repath();
}
@ -402,6 +403,9 @@ void NavigationAgent2D::update_navigation() {
if (!agent_parent->is_inside_tree()) {
return;
}
if (!target_position_submitted) {
return;
}
if (update_frame_id == Engine::get_singleton()->get_physics_frames()) {
return;
}
@ -463,6 +467,7 @@ void NavigationAgent2D::update_navigation() {
_check_distance_to_target();
nav_path_index -= 1;
navigation_finished = true;
target_position_submitted = false;
emit_signal(SNAME("navigation_finished"));
break;
}

View File

@ -60,6 +60,7 @@ class NavigationAgent2D : public Node {
real_t path_max_distance = 3.0;
Vector2 target_location;
bool target_position_submitted = false;
Ref<NavigationPathQueryParameters2D> navigation_query;
Ref<NavigationPathQueryResult2D> navigation_result;
int nav_path_index = 0;

View File

@ -167,7 +167,7 @@ void NavigationAgent3D::_notification(int p_what) {
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
if (agent_parent) {
if (agent_parent && target_position_submitted) {
if (avoidance_enabled) {
// agent_position on NavigationServer is avoidance only and has nothing to do with pathfinding
// no point in flooding NavigationServer queue with agent position updates that get send to the void if avoidance is not used
@ -330,6 +330,7 @@ real_t NavigationAgent3D::get_path_max_distance() {
void NavigationAgent3D::set_target_location(Vector3 p_location) {
target_location = p_location;
target_position_submitted = true;
_request_repath();
}
@ -417,6 +418,9 @@ void NavigationAgent3D::update_navigation() {
if (!agent_parent->is_inside_tree()) {
return;
}
if (!target_position_submitted) {
return;
}
if (update_frame_id == Engine::get_singleton()->get_physics_frames()) {
return;
}
@ -480,6 +484,7 @@ void NavigationAgent3D::update_navigation() {
_check_distance_to_target();
nav_path_index -= 1;
navigation_finished = true;
target_position_submitted = false;
emit_signal(SNAME("navigation_finished"));
break;
}

View File

@ -62,6 +62,7 @@ class NavigationAgent3D : public Node {
real_t path_max_distance = 3.0;
Vector3 target_location;
bool target_position_submitted = false;
Ref<NavigationPathQueryParameters3D> navigation_query;
Ref<NavigationPathQueryResult3D> navigation_result;
int nav_path_index = 0;