支持不同角色类型
要支持不同的角色类型,例如尺寸不同的角色,每种类型的角色都需要有各自的导航地图、使用合适的代理半径以及高度烘焙导航网格。也可以使用相同的做法来区分地面行走、水中游泳、空中飞翔的代理。
备注
代理专门由半径和高度值定义,用于烘焙导览网格、寻路和回避。不支持更复杂的形状。
GDScript
# Create a navigation mesh resource for each actor size.
var navigation_mesh_standard_size: NavigationMesh = NavigationMesh.new()
var navigation_mesh_small_size: NavigationMesh = NavigationMesh.new()
var navigation_mesh_huge_size: NavigationMesh = NavigationMesh.new()
# Set appropriated agent parameters.
navigation_mesh_standard_size.agent_radius = 0.5
navigation_mesh_standard_size.agent_height = 1.8
navigation_mesh_small_size.agent_radius = 0.25
navigation_mesh_small_size.agent_height = 0.7
navigation_mesh_huge_size.agent_radius = 1.5
navigation_mesh_huge_size.agent_height = 2.5
# Get the root node to parse geometry for the baking.
var root_node: Node3D = get_node("NavigationMeshBakingRootNode")
# Create the source geometry resource that will hold the parsed geometry data.
var source_geometry_data: NavigationMeshSourceGeometryData3D = NavigationMeshSourceGeometryData3D.new()
# Parse the source geometry from the scene tree on the main thread.
# The navigation mesh is only required for the parse settings so any of the three will do.
NavigationServer3D.parse_source_geometry_data(navigation_mesh_standard_size, source_geometry_data, root_node)
# Bake the navigation geometry for each agent size from the same source geometry.
# If required for performance this baking step could also be done on background threads.
NavigationServer3D.bake_from_source_geometry_data(navigation_mesh_standard_size, source_geometry_data)
NavigationServer3D.bake_from_source_geometry_data(navigation_mesh_small_size, source_geometry_data)
NavigationServer3D.bake_from_source_geometry_data(navigation_mesh_huge_size, source_geometry_data)
# Create different navigation maps on the NavigationServer.
var navigation_map_standard: RID = NavigationServer3D.map_create()
var navigation_map_small: RID = NavigationServer3D.map_create()
var navigation_map_huge: RID = NavigationServer3D.map_create()
# Set the new navigation maps as active.
NavigationServer3D.map_set_active(navigation_map_standard, true)
NavigationServer3D.map_set_active(navigation_map_small, true)
NavigationServer3D.map_set_active(navigation_map_huge, true)
# Create a region for each map.
var navigation_region_standard: RID = NavigationServer3D.region_create()
var navigation_region_small: RID = NavigationServer3D.region_create()
var navigation_region_huge: RID = NavigationServer3D.region_create()
# Add the regions to the maps.
NavigationServer3D.region_set_map(navigation_region_standard, navigation_map_standard)
NavigationServer3D.region_set_map(navigation_region_small, navigation_map_small)
NavigationServer3D.region_set_map(navigation_region_huge, navigation_map_huge)
# Set navigation mesh for each region.
NavigationServer3D.region_set_navigation_mesh(navigation_region_standard, navigation_mesh_standard_size)
NavigationServer3D.region_set_navigation_mesh(navigation_region_small, navigation_mesh_small_size)
NavigationServer3D.region_set_navigation_mesh(navigation_region_huge, navigation_mesh_huge_size)
# Create start and end position for the navigation path query.
var start_pos: Vector3 = Vector3(0.0, 0.0, 0.0)
var end_pos: Vector3 = Vector3(2.0, 0.0, 0.0)
var use_corridorfunnel: bool = true
# Query paths for each agent size.
var path_standard_agent = NavigationServer3D.map_get_path(navigation_map_standard, start_pos, end_pos, use_corridorfunnel)
var path_small_agent = NavigationServer3D.map_get_path(navigation_map_small, start_pos, end_pos, use_corridorfunnel)
var path_huge_agent = NavigationServer3D.map_get_path(navigation_map_huge, start_pos, end_pos, use_corridorfunnel)