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Document 3D navigation for Godot 4

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tutorials/navigation/index.rst

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+.. toctree::
+   :maxdepth: 1
+   :name: toc-learn-features-navigation
+
+   real_time_navigation_3d

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tutorials/navigation/real_time_navigation_3d.rst

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+.. _doc_real_time_navigation_3d:
+
+Real Time Navigation (3D)
+=========================
+
+Introduction
+------------
+
+Pathfinding in a 3D environment is crucial for many games, it's commonly
+how non directly controlled characters or entities find their way around
+an environment. Godot provides several nodes for this purpose:
+
+-  :ref:`NavigationRegion3D<class_NavigationRegion3D>`
+-  :ref:`NavigationAgent3D<class_NavigationAgent3D>`
+-  :ref:`NavigationObstacle3D<class_NavigationObstacle3D>`
+
+The map and navigation regions
+------------------------------
+
+The "map" is the entire world for navigation, it's similar to "space" for
+the physics engine. It's comprised of navigation regions, these regions
+define what parts of the world that can be navigated around by navigation
+agents.
+
+To create a navigation region add the `NavigationRegion3D<class_NavigationRegion3D>`
+node to a 3D scene. Next in the inspector for that region create or add a
+:ref:`NavigationMesh<class_NavigationMesh>`. The navmesh contains options
+for how it will be generated when it's baked. The geometry options control
+which nodes, and types of nodes, are used to bake the mesh. A full
+description of each setting and how it works can be found in the :ref:`NavigationMesh class reference<class_NavigationMesh>`.
+
+Once the settings have been properly configured press the "Bake NavMesh"
+button at the top of the inspector to generate it.
+
+.. image:: img/bake_navmesh.png
+
+.. note::
+
+    It can also be generated at runtime using the `bake_navigation_region()`
+    method of the navigation region node.
+
+Once the mesh has finished generating you should see the transparent
+navigation mesh above the areas in the scene that can be navigated to.
+
+.. image:: img/baked_navmesh.png
+
+Keep in mind that the navmesh shows where the center of an entity can
+go. For example, if you set the agent radius to 0.5 then the
+navigation mesh will have a distance of 0.5 from any ledges or walls
+to prevent clipping into the wall or hanging off of the edge.
+
+Navigation agents can moved from one region to another if they are next
+to each other. Additionally A baked navmesh can be moved at runtime and
+agents will still be able to navigate onto it from another region.
+For example, navigating onto a moving platform that has stopped will work.
+
+NavigationAgent3D
+-----------------
+
+Navigation agent nodes are what actually does the pathfinding in a scene,
+one can be attached to the root node of an entity that needs to navigate.
+
+To have it pathfind use its `set_target_location` method. Once the target
+has been set a path will be generated to the node using navigation regions,
+with several points on the way to the final destination.
+
+RVO processing
+--------------
+
+RVO stands for reciprocal velocity obstacle. RVO processing is a way to
+pathfind while taking into account other agents and physics bodies that
+are also moving.
+
+To use it set a target like normal. Then an agent needs to fetch its next
+nav path location, and compute its velocity to that location. Instead
+of using that value to move use it to set the velocity on the agent
+with `set_velocity`. Then a new velocity that takes into account other
+agents and obstacles is generated and emitted with the signal `velocity_computed`.
+
+However agents can only take into account a set number of other nearby
+agents, this is the :ref:`max neighbors<class_NavigationAgent3D_property_max_neighbors>`
+property of an agent and can be adjusted. This is **not** a limit for
+how many agents can use a navigation region at the same time.
+
+NavigationObstacle3D
+--------------------
+
+This node is used to mark physics bodies that move around a navigation area
+that agents need to avoid (this will only work if you use RVO processing).
+For example, this node would be useful for pieces of debris in a destructible
+environment. Add it as the child of a physics body and navigation agent
+nodes will avoid it while pathfinding.