Using NavigationPathQueryObjects
NavigationPathQueryObjects
can be used together with NavigationServer.query_path()
to obtain a heavily customized navigation path including optional meta data about the path.
This requires more setup compared to obtaining a normal NavigationPath but lets you tailor the pathfinding and provided path data to the different needs of a project.
NavigationPathQueryObjects consist of a pair of objects, a NavigationPathQueryParameters
object holding the customization options for the query and a NavigationPathQueryResult
that receives (regular) updates with the resulting path and meta data from the query.
2D and 3D versions of NavigationPathQueryParameters
are available as NavigationPathQueryParameters2D and NavigationPathQueryParameters3D respectively.
2D and 3D versions of NavigationPathQueryResult
are available as NavigationPathQueryResult2D and NavigationPathQueryResult3D respectively.
Both parameters and result are used as a pair with the NavigationServer.query_path()
function.
For the available customization options and their use see the class doc of the parameters.
While not a strict requirement, both objects are intended to be created once in advance, stored in a persistent variable for the agent and reused for every followup path query with updated parameters. This reuse avoids performance implications from frequent object creation if a project has a large quantity of simultaneous agents that regularly update their paths.
2D GDScript3D GDScript
# Prepare query objects.
var query_parameters := NavigationPathQueryParameters2D.new()
var query_result := NavigationPathQueryResult2D.new()
func query_path(p_start_position: Vector2, p_target_position: Vector2, p_navigation_layers: int = 1) -> PackedVector2Array:
if not is_inside_tree():
return PackedVector2Array()
query_parameters.map = get_world_2d().get_navigation_map()
query_parameters.start_position = p_start_position
query_parameters.target_position = p_target_position
query_parameters.navigation_layers = p_navigation_layers
NavigationServer2D.query_path(query_parameters, query_result)
var path: PackedVector2Array = query_result.get_path()
return path
# Prepare query objects.
var query_parameters := NavigationPathQueryParameters3D.new()
var query_result := NavigationPathQueryResult3D.new()
func query_path(p_start_position: Vector3, p_target_position: Vector3, p_navigation_layers: int = 1) -> PackedVector3Array:
if not is_inside_tree():
return PackedVector3Array()
query_parameters.map = get_world_3d().get_navigation_map()
query_parameters.start_position = p_start_position
query_parameters.target_position = p_target_position
query_parameters.navigation_layers = p_navigation_layers
NavigationServer3D.query_path(query_parameters, query_result)
var path: PackedVector3Array = query_result.get_path()
return path
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