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 = p_source_geometry.get_bounds() # 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 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 %PathDebugNoPostProcessing.target_position = closest_point_on_navmesh %PathDebugCorridorFunnel.get_next_path_position() %PathDebugEdgeCentered.get_next_path_position() %PathDebugNoPostProcessing.get_next_path_position()