Improve NavigationObstacle3D editor tooling

Improves NavigationObstacle3D editing options inside the editor.
This commit is contained in:
smix8 2024-06-02 20:41:49 +02:00
parent ec6a1c0e79
commit 086bd1d82c
5 changed files with 886 additions and 527 deletions

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@ -32,79 +32,99 @@
#define NAVIGATION_OBSTACLE_3D_EDITOR_PLUGIN_H
#include "editor/plugins/editor_plugin.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/physics/collision_polygon_3d.h"
#include "editor/plugins/node_3d_editor_gizmos.h"
#include "scene/gui/box_container.h"
#include "scene/resources/immediate_mesh.h"
#include "scene/3d/navigation_obstacle_3d.h"
class Button;
class ConfirmationDialog;
class NavigationObstacle3D;
class CanvasItemEditor;
class MenuButton;
class NavigationObstacle3DEditor : public HBoxContainer {
GDCLASS(NavigationObstacle3DEditor, HBoxContainer);
enum Mode {
MODE_CREATE,
MODE_EDIT,
};
Mode mode;
Button *button_create = nullptr;
Button *button_edit = nullptr;
Ref<StandardMaterial3D> line_material;
Ref<StandardMaterial3D> handle_material;
Panel *panel = nullptr;
NavigationObstacle3D *obstacle_node = nullptr;
Ref<ImmediateMesh> point_lines_mesh;
MeshInstance3D *point_lines_meshinstance = nullptr;
MeshInstance3D *point_handles_meshinstance = nullptr;
Ref<ArrayMesh> point_handle_mesh;
MenuButton *options = nullptr;
int edited_point = 0;
Vector2 edited_point_pos;
PackedVector2Array pre_move_edit;
PackedVector2Array wip;
bool wip_active;
bool snap_ignore;
float prev_depth = 0.0f;
void _wip_close();
void _polygon_draw();
void _menu_option(int p_option);
PackedVector2Array _get_polygon();
void _set_polygon(const PackedVector2Array &p_poly);
protected:
void _notification(int p_what);
void _node_removed(Node *p_node);
static void _bind_methods();
class NavigationObstacle3DGizmoPlugin : public EditorNode3DGizmoPlugin {
GDCLASS(NavigationObstacle3DGizmoPlugin, EditorNode3DGizmoPlugin);
public:
virtual EditorPlugin::AfterGUIInput forward_3d_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event);
void edit(Node *p_node);
NavigationObstacle3DEditor();
~NavigationObstacle3DEditor();
virtual bool has_gizmo(Node3D *p_spatial) override;
virtual String get_gizmo_name() const override;
virtual void redraw(EditorNode3DGizmo *p_gizmo) override;
bool can_be_hidden() const override;
int get_priority() const override;
virtual int subgizmos_intersect_ray(const EditorNode3DGizmo *p_gizmo, Camera3D *p_camera, const Vector2 &p_point) const override;
virtual Vector<int> subgizmos_intersect_frustum(const EditorNode3DGizmo *p_gizmo, const Camera3D *p_camera, const Vector<Plane> &p_frustum) const override;
virtual Transform3D get_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
virtual void set_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id, Transform3D p_transform) override;
virtual void commit_subgizmos(const EditorNode3DGizmo *p_gizmo, const Vector<int> &p_ids, const Vector<Transform3D> &p_restore, bool p_cancel = false) override;
NavigationObstacle3DGizmoPlugin();
};
class NavigationObstacle3DEditorPlugin : public EditorPlugin {
GDCLASS(NavigationObstacle3DEditorPlugin, EditorPlugin);
NavigationObstacle3DEditor *obstacle_editor = nullptr;
Ref<NavigationObstacle3DGizmoPlugin> obstacle_3d_gizmo_plugin;
NavigationObstacle3D *obstacle_node = nullptr;
Ref<StandardMaterial3D> line_material;
Ref<StandardMaterial3D> handle_material;
RID point_lines_mesh_rid;
RID point_lines_instance_rid;
RID point_handle_mesh_rid;
RID point_handles_instance_rid;
public:
virtual EditorPlugin::AfterGUIInput forward_3d_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event) override { return obstacle_editor->forward_3d_gui_input(p_camera, p_event); }
enum Mode {
MODE_CREATE = 0,
MODE_EDIT,
MODE_DELETE,
ACTION_FLIP,
ACTION_CLEAR,
};
virtual String get_name() const override { return "NavigationObstacle3DEditor"; }
private:
int mode = MODE_EDIT;
int edited_point = 0;
Vector3 edited_point_pos;
Vector<Vector3> pre_move_edit;
Vector<Vector3> wip_vertices;
bool wip_active = false;
bool snap_ignore = false;
void _wip_close();
void _wip_cancel();
void _update_theme();
Button *button_create = nullptr;
Button *button_edit = nullptr;
Button *button_delete = nullptr;
Button *button_flip = nullptr;
Button *button_clear = nullptr;
ConfirmationDialog *button_clear_dialog = nullptr;
protected:
void _notification(int p_what);
void _node_removed(Node *p_node);
public:
HBoxContainer *obstacle_editor = nullptr;
static NavigationObstacle3DEditorPlugin *singleton;
void redraw();
void set_mode(int p_mode);
int get_mode() { return mode; }
void action_flip_vertices();
void action_clear_vertices();
virtual EditorPlugin::AfterGUIInput forward_3d_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event) override;
virtual String get_name() const override { return "NavigationObstacle3D"; }
bool has_main_screen() const override { return false; }
virtual void edit(Object *p_object) override;
virtual bool handles(Object *p_object) const override;

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@ -92,30 +92,26 @@ void NavigationObstacle3D::_notification(int p_what) {
} else {
_update_map(RID());
}
previous_transform = get_global_transform();
// need to trigger map controlled agent assignment somehow for the fake_agent since obstacles use no callback like regular agents
NavigationServer3D::get_singleton()->obstacle_set_avoidance_enabled(obstacle, avoidance_enabled);
_update_position(get_global_transform().origin);
_update_position(get_global_position());
set_physics_process_internal(true);
#ifdef DEBUG_ENABLED
if ((NavigationServer3D::get_singleton()->get_debug_avoidance_enabled()) &&
(NavigationServer3D::get_singleton()->get_debug_navigation_avoidance_enable_obstacles_radius())) {
_update_fake_agent_radius_debug();
_update_static_obstacle_debug();
}
_update_debug();
#endif // DEBUG_ENABLED
} break;
#ifdef TOOLS_ENABLED
case NOTIFICATION_TRANSFORM_CHANGED: {
update_gizmos();
} break;
#endif // TOOLS_ENABLED
case NOTIFICATION_EXIT_TREE: {
set_physics_process_internal(false);
_update_map(RID());
#ifdef DEBUG_ENABLED
if (fake_agent_radius_debug_instance.is_valid()) {
RS::get_singleton()->instance_set_visible(fake_agent_radius_debug_instance, false);
}
if (static_obstacle_debug_instance.is_valid()) {
RS::get_singleton()->instance_set_visible(static_obstacle_debug_instance, false);
}
_update_debug();
#endif // DEBUG_ENABLED
} break;
@ -151,20 +147,13 @@ void NavigationObstacle3D::_notification(int p_what) {
#ifdef DEBUG_ENABLED
case NOTIFICATION_VISIBILITY_CHANGED: {
if (is_inside_tree()) {
if (fake_agent_radius_debug_instance.is_valid()) {
RS::get_singleton()->instance_set_visible(fake_agent_radius_debug_instance, is_visible_in_tree());
}
if (static_obstacle_debug_instance.is_valid()) {
RS::get_singleton()->instance_set_visible(static_obstacle_debug_instance, is_visible_in_tree());
}
}
_update_debug();
} break;
#endif // DEBUG_ENABLED
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
if (is_inside_tree()) {
_update_position(get_global_transform().origin);
_update_position(get_global_position());
if (velocity_submitted) {
velocity_submitted = false;
@ -175,21 +164,23 @@ void NavigationObstacle3D::_notification(int p_what) {
previous_velocity = velocity;
}
#ifdef DEBUG_ENABLED
if (fake_agent_radius_debug_instance.is_valid() && radius > 0.0) {
if (fake_agent_radius_debug_instance_rid.is_valid() && radius > 0.0) {
// Prevent non-positive scaling.
const Vector3 safe_scale = get_global_basis().get_scale().abs().maxf(0.001);
// Agent radius is a scalar value and does not support non-uniform scaling, choose the largest axis.
const float scaling_max_value = safe_scale[safe_scale.max_axis_index()];
const Vector3 uniform_max_scale = Vector3(scaling_max_value, scaling_max_value, scaling_max_value);
const Transform3D debug_transform = Transform3D(Basis().scaled(uniform_max_scale), get_global_position());
RS::get_singleton()->instance_set_transform(fake_agent_radius_debug_instance, debug_transform);
RS::get_singleton()->instance_set_transform(fake_agent_radius_debug_instance_rid, debug_transform);
}
if (static_obstacle_debug_instance.is_valid() && get_vertices().size() > 0) {
if (static_obstacle_debug_instance_rid.is_valid() && get_vertices().size() > 0) {
// Prevent non-positive scaling.
const Vector3 safe_scale = get_global_basis().get_scale().abs().maxf(0.001);
// Obstacles are projected to the xz-plane, so only rotation around the y-axis can be taken into account.
const Transform3D debug_transform = Transform3D(Basis().scaled(safe_scale).rotated(Vector3(0.0, 1.0, 0.0), get_global_rotation().y), get_global_position());
RS::get_singleton()->instance_set_transform(static_obstacle_debug_instance, debug_transform);
RS::get_singleton()->instance_set_transform(static_obstacle_debug_instance_rid, debug_transform);
}
#endif // DEBUG_ENABLED
}
@ -198,53 +189,79 @@ void NavigationObstacle3D::_notification(int p_what) {
}
NavigationObstacle3D::NavigationObstacle3D() {
obstacle = NavigationServer3D::get_singleton()->obstacle_create();
NavigationServer3D *ns3d = NavigationServer3D::get_singleton();
NavigationServer3D::get_singleton()->obstacle_set_height(obstacle, height);
NavigationServer3D::get_singleton()->obstacle_set_radius(obstacle, radius);
NavigationServer3D::get_singleton()->obstacle_set_vertices(obstacle, vertices);
NavigationServer3D::get_singleton()->obstacle_set_avoidance_layers(obstacle, avoidance_layers);
NavigationServer3D::get_singleton()->obstacle_set_use_3d_avoidance(obstacle, use_3d_avoidance);
NavigationServer3D::get_singleton()->obstacle_set_avoidance_enabled(obstacle, avoidance_enabled);
obstacle = ns3d->obstacle_create();
ns3d->obstacle_set_height(obstacle, height);
ns3d->obstacle_set_radius(obstacle, radius);
ns3d->obstacle_set_vertices(obstacle, vertices);
ns3d->obstacle_set_avoidance_layers(obstacle, avoidance_layers);
ns3d->obstacle_set_use_3d_avoidance(obstacle, use_3d_avoidance);
ns3d->obstacle_set_avoidance_enabled(obstacle, avoidance_enabled);
#ifdef DEBUG_ENABLED
NavigationServer3D::get_singleton()->connect("avoidance_debug_changed", callable_mp(this, &NavigationObstacle3D::_update_fake_agent_radius_debug));
NavigationServer3D::get_singleton()->connect("avoidance_debug_changed", callable_mp(this, &NavigationObstacle3D::_update_static_obstacle_debug));
RenderingServer *rs = RenderingServer::get_singleton();
fake_agent_radius_debug_mesh_rid = rs->mesh_create();
static_obstacle_debug_mesh_rid = rs->mesh_create();
fake_agent_radius_debug_instance_rid = rs->instance_create();
static_obstacle_debug_instance_rid = rs->instance_create();
rs->instance_set_base(fake_agent_radius_debug_instance_rid, fake_agent_radius_debug_mesh_rid);
rs->instance_set_base(static_obstacle_debug_instance_rid, static_obstacle_debug_mesh_rid);
ns3d->connect("avoidance_debug_changed", callable_mp(this, &NavigationObstacle3D::_update_fake_agent_radius_debug));
ns3d->connect("avoidance_debug_changed", callable_mp(this, &NavigationObstacle3D::_update_static_obstacle_debug));
_update_fake_agent_radius_debug();
_update_static_obstacle_debug();
#endif // DEBUG_ENABLED
#ifdef TOOLS_ENABLED
set_notify_transform(true);
#endif // TOOLS_ENABLED
}
NavigationObstacle3D::~NavigationObstacle3D() {
ERR_FAIL_NULL(NavigationServer3D::get_singleton());
NavigationServer3D *ns3d = NavigationServer3D::get_singleton();
ERR_FAIL_NULL(ns3d);
NavigationServer3D::get_singleton()->free(obstacle);
ns3d->free(obstacle);
obstacle = RID();
#ifdef DEBUG_ENABLED
NavigationServer3D::get_singleton()->disconnect("avoidance_debug_changed", callable_mp(this, &NavigationObstacle3D::_update_fake_agent_radius_debug));
NavigationServer3D::get_singleton()->disconnect("avoidance_debug_changed", callable_mp(this, &NavigationObstacle3D::_update_static_obstacle_debug));
if (fake_agent_radius_debug_instance.is_valid()) {
RenderingServer::get_singleton()->free(fake_agent_radius_debug_instance);
}
if (fake_agent_radius_debug_mesh.is_valid()) {
RenderingServer::get_singleton()->free(fake_agent_radius_debug_mesh->get_rid());
}
ns3d->disconnect("avoidance_debug_changed", callable_mp(this, &NavigationObstacle3D::_update_fake_agent_radius_debug));
ns3d->disconnect("avoidance_debug_changed", callable_mp(this, &NavigationObstacle3D::_update_static_obstacle_debug));
if (static_obstacle_debug_instance.is_valid()) {
RenderingServer::get_singleton()->free(static_obstacle_debug_instance);
RenderingServer *rs = RenderingServer::get_singleton();
ERR_FAIL_NULL(rs);
if (fake_agent_radius_debug_instance_rid.is_valid()) {
rs->free(fake_agent_radius_debug_instance_rid);
fake_agent_radius_debug_instance_rid = RID();
}
if (static_obstacle_debug_mesh.is_valid()) {
RenderingServer::get_singleton()->free(static_obstacle_debug_mesh->get_rid());
if (fake_agent_radius_debug_mesh_rid.is_valid()) {
rs->free(fake_agent_radius_debug_mesh_rid);
fake_agent_radius_debug_mesh_rid = RID();
}
if (static_obstacle_debug_instance_rid.is_valid()) {
rs->free(static_obstacle_debug_instance_rid);
static_obstacle_debug_instance_rid = RID();
}
if (static_obstacle_debug_mesh_rid.is_valid()) {
rs->free(static_obstacle_debug_mesh_rid);
static_obstacle_debug_mesh_rid = RID();
}
#endif // DEBUG_ENABLED
}
void NavigationObstacle3D::set_vertices(const Vector<Vector3> &p_vertices) {
vertices = p_vertices;
NavigationServer3D::get_singleton()->obstacle_set_vertices(obstacle, vertices);
#ifdef DEBUG_ENABLED
_update_static_obstacle_debug();
update_gizmos();
#endif // DEBUG_ENABLED
}
@ -276,6 +293,7 @@ void NavigationObstacle3D::set_radius(real_t p_radius) {
#ifdef DEBUG_ENABLED
_update_fake_agent_radius_debug();
update_gizmos();
#endif // DEBUG_ENABLED
}
@ -290,6 +308,7 @@ void NavigationObstacle3D::set_height(real_t p_height) {
#ifdef DEBUG_ENABLED
_update_static_obstacle_debug();
update_gizmos();
#endif // DEBUG_ENABLED
}
@ -394,31 +413,44 @@ void NavigationObstacle3D::_update_use_3d_avoidance(bool p_use_3d_avoidance) {
}
#ifdef DEBUG_ENABLED
void NavigationObstacle3D::_update_debug() {
RenderingServer *rs = RenderingServer::get_singleton();
if (is_inside_tree()) {
rs->instance_set_visible(fake_agent_radius_debug_instance_rid, is_visible_in_tree());
rs->instance_set_visible(static_obstacle_debug_instance_rid, is_visible_in_tree());
rs->instance_set_scenario(fake_agent_radius_debug_instance_rid, get_world_3d()->get_scenario());
rs->instance_set_scenario(static_obstacle_debug_instance_rid, get_world_3d()->get_scenario());
rs->instance_set_transform(fake_agent_radius_debug_instance_rid, Transform3D(Basis(), get_global_position()));
rs->instance_set_transform(static_obstacle_debug_instance_rid, Transform3D(Basis(), get_global_position()));
_update_fake_agent_radius_debug();
_update_static_obstacle_debug();
} else {
rs->mesh_clear(fake_agent_radius_debug_mesh_rid);
rs->mesh_clear(static_obstacle_debug_mesh_rid);
rs->instance_set_scenario(fake_agent_radius_debug_instance_rid, RID());
rs->instance_set_scenario(static_obstacle_debug_instance_rid, RID());
}
}
void NavigationObstacle3D::_update_fake_agent_radius_debug() {
NavigationServer3D *ns3d = NavigationServer3D::get_singleton();
RenderingServer *rs = RenderingServer::get_singleton();
bool is_debug_enabled = false;
if (Engine::get_singleton()->is_editor_hint()) {
is_debug_enabled = true;
} else if (NavigationServer3D::get_singleton()->get_debug_enabled() &&
NavigationServer3D::get_singleton()->get_debug_avoidance_enabled() &&
NavigationServer3D::get_singleton()->get_debug_navigation_avoidance_enable_obstacles_radius()) {
} else if (ns3d->get_debug_enabled() &&
ns3d->get_debug_avoidance_enabled() &&
ns3d->get_debug_navigation_avoidance_enable_obstacles_radius()) {
is_debug_enabled = true;
}
if (is_debug_enabled == false) {
if (fake_agent_radius_debug_instance.is_valid()) {
RS::get_singleton()->instance_set_visible(fake_agent_radius_debug_instance, false);
}
rs->mesh_clear(fake_agent_radius_debug_mesh_rid);
if (!is_debug_enabled) {
return;
}
if (!fake_agent_radius_debug_instance.is_valid()) {
fake_agent_radius_debug_instance = RenderingServer::get_singleton()->instance_create();
}
if (fake_agent_radius_debug_mesh.is_null()) {
fake_agent_radius_debug_mesh.instantiate();
}
fake_agent_radius_debug_mesh->clear_surfaces();
Vector<Vector3> face_vertex_array;
Vector<int> face_indices_array;
@ -472,147 +504,106 @@ void NavigationObstacle3D::_update_fake_agent_radius_debug() {
face_mesh_array[Mesh::ARRAY_VERTEX] = face_vertex_array;
face_mesh_array[Mesh::ARRAY_INDEX] = face_indices_array;
fake_agent_radius_debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, face_mesh_array);
Ref<StandardMaterial3D> face_material = NavigationServer3D::get_singleton()->get_debug_navigation_avoidance_obstacles_radius_material();
fake_agent_radius_debug_mesh->surface_set_material(0, face_material);
rs->mesh_add_surface_from_arrays(fake_agent_radius_debug_mesh_rid, RS::PRIMITIVE_TRIANGLES, face_mesh_array);
Ref<StandardMaterial3D> face_material = ns3d->get_debug_navigation_avoidance_obstacles_radius_material();
rs->instance_set_surface_override_material(fake_agent_radius_debug_instance_rid, 0, face_material->get_rid());
RS::get_singleton()->instance_set_base(fake_agent_radius_debug_instance, fake_agent_radius_debug_mesh->get_rid());
if (is_inside_tree()) {
RS::get_singleton()->instance_set_scenario(fake_agent_radius_debug_instance, get_world_3d()->get_scenario());
RS::get_singleton()->instance_set_visible(fake_agent_radius_debug_instance, is_visible_in_tree());
rs->instance_set_scenario(fake_agent_radius_debug_instance_rid, get_world_3d()->get_scenario());
rs->instance_set_visible(fake_agent_radius_debug_instance_rid, is_visible_in_tree());
}
}
#endif // DEBUG_ENABLED
#ifdef DEBUG_ENABLED
void NavigationObstacle3D::_update_static_obstacle_debug() {
bool is_debug_enabled = false;
if (Engine::get_singleton()->is_editor_hint()) {
is_debug_enabled = true;
} else if (NavigationServer3D::get_singleton()->get_debug_enabled() &&
NavigationServer3D::get_singleton()->get_debug_avoidance_enabled() &&
NavigationServer3D::get_singleton()->get_debug_navigation_avoidance_enable_obstacles_static()) {
// Don't update inside Editor as Node3D gizmo takes care of this.
return;
}
NavigationServer3D *ns3d = NavigationServer3D::get_singleton();
RenderingServer *rs = RenderingServer::get_singleton();
bool is_debug_enabled = false;
if (ns3d->get_debug_enabled() &&
ns3d->get_debug_avoidance_enabled() &&
ns3d->get_debug_navigation_avoidance_enable_obstacles_static()) {
is_debug_enabled = true;
}
if (is_debug_enabled == false) {
if (static_obstacle_debug_instance.is_valid()) {
RS::get_singleton()->instance_set_visible(static_obstacle_debug_instance, false);
rs->mesh_clear(static_obstacle_debug_mesh_rid);
if (!is_debug_enabled) {
return;
}
const int vertex_count = vertices.size();
if (vertex_count < 3) {
if (static_obstacle_debug_instance_rid.is_valid()) {
rs->instance_set_visible(static_obstacle_debug_instance_rid, false);
}
return;
}
if (vertices.size() < 3) {
if (static_obstacle_debug_instance.is_valid()) {
RS::get_singleton()->instance_set_visible(static_obstacle_debug_instance, false);
}
return;
}
if (!static_obstacle_debug_instance.is_valid()) {
static_obstacle_debug_instance = RenderingServer::get_singleton()->instance_create();
}
if (static_obstacle_debug_mesh.is_null()) {
static_obstacle_debug_mesh.instantiate();
}
static_obstacle_debug_mesh->clear_surfaces();
Vector<Vector2> polygon_2d_vertices;
polygon_2d_vertices.resize(vertices.size());
Vector2 *polygon_2d_vertices_ptr = polygon_2d_vertices.ptrw();
for (int i = 0; i < vertices.size(); ++i) {
Vector3 obstacle_vertex = vertices[i];
Vector2 obstacle_vertex_2d = Vector2(obstacle_vertex.x, obstacle_vertex.z);
polygon_2d_vertices_ptr[i] = obstacle_vertex_2d;
}
Vector<int> triangulated_polygon_2d_indices = Geometry2D::triangulate_polygon(polygon_2d_vertices);
if (triangulated_polygon_2d_indices.is_empty()) {
// failed triangulation
return;
}
bool obstacle_pushes_inward = Geometry2D::is_polygon_clockwise(polygon_2d_vertices);
Vector<Vector3> face_vertex_array;
Vector<int> face_indices_array;
face_vertex_array.resize(polygon_2d_vertices.size());
face_indices_array.resize(triangulated_polygon_2d_indices.size());
Vector3 *face_vertex_array_ptr = face_vertex_array.ptrw();
int *face_indices_array_ptr = face_indices_array.ptrw();
for (int i = 0; i < triangulated_polygon_2d_indices.size(); ++i) {
int vertex_index = triangulated_polygon_2d_indices[i];
const Vector2 &vertex_2d = polygon_2d_vertices[vertex_index];
Vector3 vertex_3d = Vector3(vertex_2d.x, 0.0, vertex_2d.y);
face_vertex_array_ptr[vertex_index] = vertex_3d;
face_indices_array_ptr[i] = vertex_index;
}
Array face_mesh_array;
face_mesh_array.resize(Mesh::ARRAY_MAX);
face_mesh_array[Mesh::ARRAY_VERTEX] = face_vertex_array;
face_mesh_array[Mesh::ARRAY_INDEX] = face_indices_array;
static_obstacle_debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, face_mesh_array);
Vector<Vector3> edge_vertex_array;
edge_vertex_array.resize(vertex_count * 8);
for (int i = 0; i < polygon_2d_vertices.size(); ++i) {
int from_index = i - 1;
int to_index = i;
Vector3 *edge_vertex_array_ptrw = edge_vertex_array.ptrw();
if (i == 0) {
from_index = polygon_2d_vertices.size() - 1;
}
int vertex_index = 0;
const Vector2 &vertex_2d_from = polygon_2d_vertices[from_index];
const Vector2 &vertex_2d_to = polygon_2d_vertices[to_index];
for (int i = 0; i < vertex_count; i++) {
Vector3 point = vertices[i];
Vector3 next_point = vertices[(i + 1) % vertex_count];
Vector3 vertex_3d_ground_from = Vector3(vertex_2d_from.x, 0.0, vertex_2d_from.y);
Vector3 vertex_3d_ground_to = Vector3(vertex_2d_to.x, 0.0, vertex_2d_to.y);
Vector3 direction = next_point.direction_to(point);
Vector3 arrow_dir = direction.cross(Vector3(0.0, 1.0, 0.0));
Vector3 edge_middle = point + ((next_point - point) * 0.5);
edge_vertex_array.push_back(vertex_3d_ground_from);
edge_vertex_array.push_back(vertex_3d_ground_to);
edge_vertex_array_ptrw[vertex_index++] = edge_middle;
edge_vertex_array_ptrw[vertex_index++] = edge_middle + (arrow_dir * 0.5);
Vector3 vertex_3d_height_from = Vector3(vertex_2d_from.x, height, vertex_2d_from.y);
Vector3 vertex_3d_height_to = Vector3(vertex_2d_to.x, height, vertex_2d_to.y);
edge_vertex_array_ptrw[vertex_index++] = point;
edge_vertex_array_ptrw[vertex_index++] = next_point;
edge_vertex_array.push_back(vertex_3d_height_from);
edge_vertex_array.push_back(vertex_3d_height_to);
edge_vertex_array_ptrw[vertex_index++] = Vector3(point.x, height, point.z);
edge_vertex_array_ptrw[vertex_index++] = Vector3(next_point.x, height, next_point.z);
edge_vertex_array.push_back(vertex_3d_ground_from);
edge_vertex_array.push_back(vertex_3d_height_from);
edge_vertex_array_ptrw[vertex_index++] = point;
edge_vertex_array_ptrw[vertex_index++] = Vector3(point.x, height, point.z);
}
Array edge_mesh_array;
edge_mesh_array.resize(Mesh::ARRAY_MAX);
edge_mesh_array[Mesh::ARRAY_VERTEX] = edge_vertex_array;
static_obstacle_debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, edge_mesh_array);
rs->mesh_add_surface_from_arrays(static_obstacle_debug_mesh_rid, RS::PRIMITIVE_LINES, edge_mesh_array);
Ref<StandardMaterial3D> face_material;
Ref<StandardMaterial3D> edge_material;
if (obstacle_pushes_inward) {
face_material = NavigationServer3D::get_singleton()->get_debug_navigation_avoidance_static_obstacle_pushin_face_material();
edge_material = NavigationServer3D::get_singleton()->get_debug_navigation_avoidance_static_obstacle_pushin_edge_material();
} else {
face_material = NavigationServer3D::get_singleton()->get_debug_navigation_avoidance_static_obstacle_pushout_face_material();
edge_material = NavigationServer3D::get_singleton()->get_debug_navigation_avoidance_static_obstacle_pushout_edge_material();
Vector<Vector2> polygon_2d_vertices;
polygon_2d_vertices.resize(vertex_count);
for (int i = 0; i < vertex_count; i++) {
const Vector3 &vert = vertices[i];
polygon_2d_vertices.write[i] = Vector2(vert.x, vert.z);
}
static_obstacle_debug_mesh->surface_set_material(0, face_material);
static_obstacle_debug_mesh->surface_set_material(1, edge_material);
Vector<int> triangulated_polygon_2d_indices = Geometry2D::triangulate_polygon(polygon_2d_vertices);
Ref<StandardMaterial3D> edge_material;
if (triangulated_polygon_2d_indices.is_empty()) {
edge_material = ns3d->get_debug_navigation_avoidance_static_obstacle_pushin_edge_material();
} else {
edge_material = ns3d->get_debug_navigation_avoidance_static_obstacle_pushout_edge_material();
}
rs->instance_set_surface_override_material(static_obstacle_debug_instance_rid, 0, edge_material->get_rid());
RS::get_singleton()->instance_set_base(static_obstacle_debug_instance, static_obstacle_debug_mesh->get_rid());
if (is_inside_tree()) {
RS::get_singleton()->instance_set_scenario(static_obstacle_debug_instance, get_world_3d()->get_scenario());
RS::get_singleton()->instance_set_visible(static_obstacle_debug_instance, is_visible_in_tree());
rs->instance_set_scenario(static_obstacle_debug_instance_rid, get_world_3d()->get_scenario());
rs->instance_set_visible(static_obstacle_debug_instance_rid, is_visible_in_tree());
}
}
#endif // DEBUG_ENABLED

View File

@ -51,8 +51,6 @@ class NavigationObstacle3D : public Node3D {
bool use_3d_avoidance = false;
Transform3D previous_transform;
Vector3 velocity;
Vector3 previous_velocity;
bool velocity_submitted = false;
@ -61,13 +59,14 @@ class NavigationObstacle3D : public Node3D {
bool carve_navigation_mesh = false;
#ifdef DEBUG_ENABLED
RID fake_agent_radius_debug_instance;
Ref<ArrayMesh> fake_agent_radius_debug_mesh;
RID fake_agent_radius_debug_instance_rid;
RID fake_agent_radius_debug_mesh_rid;
RID static_obstacle_debug_instance;
Ref<ArrayMesh> static_obstacle_debug_mesh;
RID static_obstacle_debug_instance_rid;
RID static_obstacle_debug_mesh_rid;
private:
void _update_debug();
void _update_fake_agent_radius_debug();
void _update_static_obstacle_debug();
#endif // DEBUG_ENABLED