Browse Source

Merge pull request #5800 from skyace65/Navigation35

Document 3D navigation server in Godot 3.5
Max Hilbrunner 3 years ago
parent
commit
62077d072d
1 changed files with 79 additions and 33 deletions
  1. 79 33
      tutorials/navigation/real_time_navigation_3d.rst

+ 79 - 33
tutorials/navigation/real_time_navigation_3d.rst

@@ -6,46 +6,99 @@ Real Time Navigation (3D)
 Introduction
 Introduction
 ------------
 ------------
 
 
-Godot provides two nodes which can be used to achieve real time navigation
-in a 3D environment, :ref:`Navigation <class_Navigation>` and :ref:`NavigationMeshInstance <class_NavigationMeshInstance>`.
+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:`Navigation<class_Navigation>`
+-  :ref:`NavigationMeshInstance<class_NavigationMeshInstance>`
+-  :ref:`NavigationAgent<class_NavigationAgent>`
+-  :ref:`NavigationObstacle<class_NavigationObstacle>`
+
+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 parts of the world that can be navigated around by navigation
+agents.
+
+To create a navigation region add the :ref:`Navigation<class_Navigation>`
+node to a 3D scene, then add a :ref:`NavigationMeshInstance<class_NavigationMeshInstance>`
+as child of the navigation node. Next in the inspector for that mesh 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.
 
 
-A navigation mesh instance is used to hold a :ref:`NavigationMesh <class_NavigationMesh>`,
-which defines what areas in a scene can be navigated to. The :ref:`Navigation <class_Navigation>`
-node is then used for pathfinding with the navigation mesh.
-
-Setting up navigation
----------------------
-
-To add navigation to a scene you need to add a navigation node, then
-a navigation mesh instance as a child of the navigation node. With the
-navigation mesh instance selected you need to go to the inspector and
-create a new navigation mesh.
-
-.. image:: img/new_navigation_mesh.png
-
-Click on the navigation mesh and you can now alter the properties that
-define how the navigation mesh is generated. You can find a full
-description for each of the properties in the class reference here:
-:ref:`NavigationMesh <class_NavigationMesh>`.
+.. image:: img/bake_navmesh.png
 
 
-After making the changes you want the mesh can be generated by clicking
-**Bake NavMesh** in the toolbar.
+.. note::
 
 
-.. image:: img/bake_navmesh.png
+    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
 Once the mesh has finished generating you should see the transparent
-navigation mesh above the areas in your scene that can be navigated to.
+navigation mesh above the areas in the scene that can be navigated to.
 
 
 .. image:: img/baked_navmesh.png
 .. image:: img/baked_navmesh.png
 
 
 Keep in mind that the navmesh shows where the center of an entity can
 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 your
+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
 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.
 to prevent clipping into the wall or hanging off of the edge.
 
 
-Generating a path
+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_NavigationAgent_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.
+
+Generating a path (old method)
+------------------------------
+
+This is the old method for generating a navigation path, it will be
+removed in Godot 4.
+
 To get a path between two areas on a map you use the navigation node
 To get a path between two areas on a map you use the navigation node
 method ``get_simple_path()``. The first argument is a Vector3 of the
 method ``get_simple_path()``. The first argument is a Vector3 of the
 starting location, the next is a Vector3 of the end location. And the
 starting location, the next is a Vector3 of the end location. And the
@@ -55,10 +108,3 @@ navmesh are considered when generating a path.
 The method will return a :ref:`PoolVector3Array <class_PoolVector3Array>` consisting of
 The method will return a :ref:`PoolVector3Array <class_PoolVector3Array>` consisting of
 points that make a path. If there is no way to navigate to the end
 points that make a path. If there is no way to navigate to the end
 location the method will return a blank :ref:`PoolVector3Array <class_PoolVector3Array>`.
 location the method will return a blank :ref:`PoolVector3Array <class_PoolVector3Array>`.
-
-Official example project
-------------------------
-
-There is an official example project on how to use 3D navigation.
-You can find the repository `here <https://github.com/godotengine/godot-demo-projects/tree/master/3d/navmesh>`__.
-It can also be found in the asset library.