Fix crash in GodotNavigationServer::map_get_path

This commit is contained in:
Pawel Lampe 2022-04-22 18:23:49 +02:00
parent f4b0c7a1ea
commit 66856d5fb0

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@ -142,10 +142,10 @@ Vector<Vector3> NavMap::get_path(Vector3 p_origin, Vector3 p_destination, bool p
bool is_reachable = true;
while (true) {
gd::NavigationPoly *least_cost_poly = &navigation_polys[least_cost_id];
// Takes the current least_cost_poly neighbors (iterating over its edges) and compute the traveled_distance.
for (size_t i = 0; i < least_cost_poly->poly->edges.size(); i++) {
for (size_t i = 0; i < navigation_polys[least_cost_id].poly->edges.size(); i++) {
gd::NavigationPoly *least_cost_poly = &navigation_polys[least_cost_id];
const gd::Edge &edge = least_cost_poly->poly->edges[i];
// Iterate over connections in this edge, then compute the new optimized travel distance assigned to this polygon.