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Navigation mesh utilities for three.js, based on PatrolJS.
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donmccurdy/three-pathfinding
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Navigation mesh toolkit for ThreeJS, based onPatrolJS. Computes paths between points on a 3D nav mesh, supports multiple zones, and clamps movement vectors for FPS controls. To learn how to create a navigation mesh using Blender, seeCreating a Nav Mesh.
Thanks toNick Janssen for creatingPatrolJS, which was the basis for this library.
Traditionally games and 3D apps used waypoints to help their AI agents navigate. This is bad and has a lot of problems, but is generally easier to implement than navigation meshes. Navmeshes are far more accurate, faster, and take into account the size of the AI agent (e.g. tanks require move space to maneuver than soldiers).
For a thorough introduction to Navigation mesh pathfinding, see AI Blog's article,Fixing Pathfinding Once and For All.
npm install --save three-pathfinding
This library does not build navigation meshes for you — instead, create a navigation mesh usingBlender,Recast (CLI), or another tool.
Currently, this library does not accept the custom navigation mesh file formats created by tools like Recast.Instead, you will need to export the navigation mesh to a 3D model format (like OBJ or glTF) and then load itwith one of the three.js loaders, like THREE.OBJLoader or THREE.GLTFLoader. The library accepts aTHREE.BufferGeometry instance, and follows the +Y=Up convention of three.js and glTF.
Loading a mesh from a.gltf
file:
// For ES6, see: https://github.com/mrdoob/three.js/issues/9562// CommonJSconstTHREE=window.THREE=require('three');require('three/examples/js/loaders/GLTFLoader.js');letnavmesh;constloader=newTHREE.GLTFLoader();loader.load('navmesh.gltf',({scene})=>{scene.traverse((node)=>{if(node.isMesh)navmesh=node;});},undefined,(e)=>{console.error(e);});
Initializing the library, creating a level, and finding a path:
// ES6import{Pathfinding}from'three-pathfinding';// CommonJSconst{ Pathfinding}=require('three-pathfinding');// UMDconstPathfinding=window.threePathfinding.Pathfinding;// Create level.constpathfinding=newPathfinding();constZONE='level1';pathfinding.setZoneData(ZONE,Pathfinding.createZone(navmesh.geometry));// Find path from A to B.constgroupID=pathfinding.getGroup(ZONE,a);constpath=pathfinding.findPath(a,b,ZONE,groupID);
The origin of an agent should initially be placed on the surface of the nav mesh. If needed, a dummy object can be used for pathfinding logic, and the rendered model for that agent may be placed at on offset as needed.
git clone https://github.com/donmccurdy/three-pathfinding.gitcd three-pathfindingnpm installnpm run dev
The demo will start athttp://localhost:3000/.
Defines an instance of the pathfinding module, with one or more zones.
Sets data for the given zone.
Returns a random node within a given range of a given position.
ReturnsNode
Returns the closest node to the target position.
ReturnsNode
Returns a path between given start and end points. If a complete pathcannot be found, will return the nearest endpoint available.
startPosition
Vector3 Start position.targetPosition
Vector3 Destination.zoneID
string ID of current zone.groupID
number Current group ID.
ReturnsArray<Vector3> Array of points defining the path.
Returns closest node group ID for given position.
zoneID
stringposition
Vector3
Returnsnumber
Clamps a step along the navmesh, given start and desired endpoint. May beused to constrain first-person / WASD controls.
start
Vector3end
Vector3 Desired endpoint.node
NodezoneID
stringgroupID
numberendTarget
Vector3 Updated endpoint.
ReturnsNode Updated node.
(Static) Builds a zone/node set from navigation mesh geometry.
geometry
BufferGeometrytolerance
number Vertex welding tolerance. (optional, default1e-4
)
ReturnsZone
Extends Object3D
Helper for debugging pathfinding behavior.
path
Array<Vector3>
Returnsthis
position
Vector3
Returnsthis
position
Vector3
Returnsthis
position
Vector3
Returnsthis
position
Vector3
Returnsthis
Hides all markers.
Returnsthis
Defines a zone of interconnected groups on a navigation mesh.
Type:Object
Defines a group within a navigation mesh.
Type:Object
Defines a node (or polygon) within a group.
Type:Object
About
Navigation mesh utilities for three.js, based on PatrolJS.