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Creating Routes

UNIGINE has a built-in pathfinding system that includes navigation areas, obstacles and functions of the PathRoute class that are used to calculate the optimal routes among obstacles within navigation areas.

Warning
3D navigation feature is experimental and not recommended for production use.

Via UnigineEditor, you can only add a navigation area (a sector or a mesh) to the scene and place obstacles. The 2D or 3D route that is calculated within the navigation area should be created from the code.

Creating a Route within Navigation Area
#

To create a route within a navigation area, in which no obstacles are placed, you can use the following:

You can affect route calculation via UnigineEditor by adjusting parameters of the navigation sector or mesh.

Creating a Route within Navigation Area with Obstacles
#

Creating the route within a navigation area with obstacles is similar to creating the route within an empty navigation area. Moreover, the route will be recalculated if the obstacle changes its transformation.

If the obstacle is connected with a dynamically changing node that should be bypassed, this node should be set as a parent node for the obstacle. This will enable simultaneous changing transformation of the node and the obstacle. For example:

Source code (C#)
#if UNIGINE_DOUBLE
using Vec3 = Unigine.dvec3;
using Vec4 = Unigine.dvec4;
using Mat4 = Unigine.dmat4;
#else
	using Vec3 = Unigine.vec3;
	using Vec4 = Unigine.vec4;
	using Mat4 = Unigine.mat4;
#endif

using System;
using System.Collections;
using System.Collections.Generic;
using Unigine;

[Component(PropertyGuid = "AUTOGENERATED_GUID")] // <-- this line is generated automatically for a new component
public class Route : Component
{
	// declare the required variables
	ObstacleBox box_obstacle;
	ObjectMeshStatic box;
	PathRoute route;

	// declare points between which a route should be calculated
	Vec3 p0 = new Vec3(-60.0f, -60.0f, 5.0f);
	Vec3 p1 = new Vec3(60.0f, 60.0f, 5.0f);

	private void Init()
	{
		// enable the engine visualizer
		Visualizer.Enabled = true;

		// create a navigation sector within which pathfinding will be performed
		NavigationSector navigation = new NavigationSector(new vec3(128.0f, 128.0f, 8.0f));
		navigation.WorldTransform = MathLib.Translate(new Vec3(1.0f, 1.0f, 5.0f));

		// create the ObjectMeshStatic that should be bypassed
		box = new ObjectMeshStatic("core/meshes/box.mesh");

		box.Position = new Vec3(2.0f, 2.2f, 1.5f);
		box.Scale = new vec3(2.0f, 2.0f, 2.0f);

		// create an obstacle
		box_obstacle = new ObstacleBox(new vec3(1.2f, 1.2f, 1.2f));

		box_obstacle.Position = new Vec3(0.0f, 0.0f, 0.0f);
		// add the obstacle as the child node to the mesh in order to change their transformation simultaneously
		box.AddChild(box_obstacle);

		// create a new route
		route = new PathRoute();
		// set a radius for the point which will move along the route
		route.Radius = 1.2f;
	}

	private void Update()
	{
		 // get the frame duration
		float ifps = Game.IFps;
		// and define the angle of the object's rotation
		float angle = ifps * 90.0f;

		// change transformation of the mesh
		box.Transform = box.Transform * new Mat4(MathLib.RotateZ(angle));
		// render the bounding box of the obstacle
		box_obstacle.RenderVisualizer();

		// recalculate the route in the current frame and render its visualizer
		route.Create2D(p0, p1);
		route.RenderVisualizer(new vec4(1.0f));
		
	}
}
Notice
In the example above, the route is recalculated each frame. However, it is non-optimal for application performance. You can calculate the route, for example, once per 10 frames.

In the result, you will have a simple navigation sector, in which the dynamically changing obstacle box is placed.

Here the obstacle is highlighted with red
Last update: 2024-03-07
Build: ()