Merge pull request #69688 from smix8/navagent_stop_origin_automove_4.x

Stop NavigationAgents without a target from moving to world origin
This commit is contained in:
Rémi Verschelde 2022-12-21 19:39:25 +01:00 committed by GitHub
commit f84c308cf8
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4 changed files with 14 additions and 2 deletions

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@ -168,7 +168,7 @@ 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
@ -329,6 +329,7 @@ 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();
}
@ -413,6 +414,9 @@ 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;
}
@ -519,6 +523,7 @@ void NavigationAgent2D::update_navigation() {
_check_distance_to_target();
navigation_path_index -= 1;
navigation_finished = true;
target_position_submitted = false;
emit_signal(SNAME("navigation_finished"));
break;
}

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@ -61,6 +61,7 @@ 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 navigation_path_index = 0;

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@ -174,7 +174,7 @@ 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
@ -345,6 +345,7 @@ 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();
}
@ -428,6 +429,9 @@ 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;
}
@ -536,6 +540,7 @@ void NavigationAgent3D::update_navigation() {
_check_distance_to_target();
navigation_path_index -= 1;
navigation_finished = true;
target_position_submitted = false;
emit_signal(SNAME("navigation_finished"));
break;
}

View File

@ -63,6 +63,7 @@ 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 navigation_path_index = 0;