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Fix NavigationServer3D.get_closest_point_to_segment() with use_collision
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@ -617,7 +617,7 @@ Vector3 NavMap::get_closest_point_to_segment(const Vector3 &p_from, const Vector
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const Face3 f(p.points[0].pos, p.points[point_id - 1].pos, p.points[point_id].pos);
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Vector3 inters;
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if (f.intersects_segment(p_from, p_to, &inters)) {
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const real_t d = closest_point_d = p_from.distance_to(inters);
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const real_t d = p_from.distance_to(inters);
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if (use_collision == false) {
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closest_point = inters;
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use_collision = true;
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@ -697,12 +697,16 @@ TEST_SUITE("[Navigation]") {
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CHECK_NE(navigation_server->map_get_closest_point(map, Vector3(0, 0, 0)), Vector3(0, 0, 0));
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CHECK_NE(navigation_server->map_get_closest_point_normal(map, Vector3(0, 0, 0)), Vector3());
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CHECK(navigation_server->map_get_closest_point_owner(map, Vector3(0, 0, 0)).is_valid());
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// TODO: Test map_get_closest_point_to_segment() with p_use_collision=true as well.
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CHECK_NE(navigation_server->map_get_closest_point_to_segment(map, Vector3(0, 0, 0), Vector3(1, 1, 1), false), Vector3());
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CHECK_NE(navigation_server->map_get_closest_point_to_segment(map, Vector3(0, 0, 0), Vector3(1, 1, 1), true), Vector3());
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CHECK_NE(navigation_server->map_get_path(map, Vector3(0, 0, 0), Vector3(10, 0, 10), true).size(), 0);
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CHECK_NE(navigation_server->map_get_path(map, Vector3(0, 0, 0), Vector3(10, 0, 10), false).size(), 0);
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}
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SUBCASE("'map_get_closest_point_to_segment' with 'use_collision' should return default if segment doesn't intersect map") {
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CHECK_EQ(navigation_server->map_get_closest_point_to_segment(map, Vector3(1, 2, 1), Vector3(1, 1, 1), true), Vector3());
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}
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SUBCASE("Elaborate query with 'CORRIDORFUNNEL' post-processing should yield non-empty result") {
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Ref<NavigationPathQueryParameters3D> query_parameters = memnew(NavigationPathQueryParameters3D);
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query_parameters->set_map(map);
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