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Implement pathfinding #3

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MrGreenTea opened this issue Apr 10, 2015 · 5 comments
Open

Implement pathfinding #3

MrGreenTea opened this issue Apr 10, 2015 · 5 comments
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@MrGreenTea
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I have to look into the way godot handles pathfinding, but I think this should be possible.

@MrGreenTea MrGreenTea self-assigned this Apr 10, 2015
@MrGreenTea MrGreenTea added this to the 1.0 milestone Apr 10, 2015
@vnen
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vnen commented Jul 24, 2015

I'm also trying to look into this. There seems to be related to the Navigation property of the tiles in a tileset (same as the Shape is related to collision).

This project uses such property for generating pathfinding based on a tilemap: http://www.godotengine.org/forum/viewtopic.php?f=11&t=2180

@MrGreenTea
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Looks great. I am currently not using tilemaps and because of that not working on this Plugin, but if you get something working I'd be happy to merge it

@vnen
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vnen commented Jul 26, 2015

I just need to know where to grab the navigation shapes from. It could be the reverse of collision (which would be kind of complex for polygons/polylines), or it could use some custom property in the layer to mark as navigation (so it would make the shapes as navigation, instead of collision).

This might make this plugin a little harder to use, as being more specific (but only for those who'll use pathfinding though).

@vnen
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vnen commented Sep 5, 2015

Thinking about it, it seems that it should separated from collision, since that's the way Godot treats navigation paths. So you could grab a custom property of the layer (like navigation) and if it's there you treat the shapes as navigation.

The main problem is that NavigationPolygon seems to use only polygons, so I don't know how the plugin would convert rectangles and ellipses to polygons. One solution could be simply not allowing them.

@vnen
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vnen commented Sep 5, 2015

And I just notice the same applies to Occluder shapes: they only accepts polygons.

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