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Merge pull request #93059 from smix8/obstacle_editor
Improve NavigationObstacle3D editor tooling
This commit is contained in:
commit
9bfa8bbc64
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editor/icons/FlipWinding.svg
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editor/icons/FlipWinding.svg
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<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16"><rect width="4.596" height="4.596" x="5.7" y="5.7" fill="#e0e0e0" fill-opacity=".6" rx="1" ry="1" transform="rotate(45 8 8)"/><path fill="none" stroke="#e0e0e0" stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M7 2a6 6 0 00-2.5 11m.5-3L6 14H2M9 14a6 6 0 002.5-11M11 6 10 2h4"/></svg>
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@ -32,79 +32,99 @@
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#define NAVIGATION_OBSTACLE_3D_EDITOR_PLUGIN_H
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#include "editor/plugins/editor_plugin.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/3d/physics/collision_polygon_3d.h"
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#include "editor/plugins/node_3d_editor_gizmos.h"
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#include "scene/gui/box_container.h"
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#include "scene/resources/immediate_mesh.h"
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#include "scene/3d/navigation_obstacle_3d.h"
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class Button;
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class ConfirmationDialog;
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class NavigationObstacle3D;
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class CanvasItemEditor;
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class MenuButton;
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class NavigationObstacle3DEditor : public HBoxContainer {
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GDCLASS(NavigationObstacle3DEditor, HBoxContainer);
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enum Mode {
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MODE_CREATE,
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MODE_EDIT,
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};
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Mode mode;
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Button *button_create = nullptr;
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Button *button_edit = nullptr;
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Ref<StandardMaterial3D> line_material;
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Ref<StandardMaterial3D> handle_material;
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Panel *panel = nullptr;
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NavigationObstacle3D *obstacle_node = nullptr;
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Ref<ImmediateMesh> point_lines_mesh;
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MeshInstance3D *point_lines_meshinstance = nullptr;
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MeshInstance3D *point_handles_meshinstance = nullptr;
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Ref<ArrayMesh> point_handle_mesh;
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MenuButton *options = nullptr;
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int edited_point = 0;
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Vector2 edited_point_pos;
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PackedVector2Array pre_move_edit;
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PackedVector2Array wip;
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bool wip_active;
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bool snap_ignore;
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float prev_depth = 0.0f;
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void _wip_close();
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void _polygon_draw();
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void _menu_option(int p_option);
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PackedVector2Array _get_polygon();
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void _set_polygon(const PackedVector2Array &p_poly);
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protected:
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void _notification(int p_what);
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void _node_removed(Node *p_node);
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static void _bind_methods();
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class NavigationObstacle3DGizmoPlugin : public EditorNode3DGizmoPlugin {
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GDCLASS(NavigationObstacle3DGizmoPlugin, EditorNode3DGizmoPlugin);
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public:
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virtual EditorPlugin::AfterGUIInput forward_3d_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event);
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void edit(Node *p_node);
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NavigationObstacle3DEditor();
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~NavigationObstacle3DEditor();
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virtual bool has_gizmo(Node3D *p_spatial) override;
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virtual String get_gizmo_name() const override;
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virtual void redraw(EditorNode3DGizmo *p_gizmo) override;
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bool can_be_hidden() const override;
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int get_priority() const override;
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virtual int subgizmos_intersect_ray(const EditorNode3DGizmo *p_gizmo, Camera3D *p_camera, const Vector2 &p_point) const override;
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virtual Vector<int> subgizmos_intersect_frustum(const EditorNode3DGizmo *p_gizmo, const Camera3D *p_camera, const Vector<Plane> &p_frustum) const override;
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virtual Transform3D get_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id) const override;
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virtual void set_subgizmo_transform(const EditorNode3DGizmo *p_gizmo, int p_id, Transform3D p_transform) override;
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virtual void commit_subgizmos(const EditorNode3DGizmo *p_gizmo, const Vector<int> &p_ids, const Vector<Transform3D> &p_restore, bool p_cancel = false) override;
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NavigationObstacle3DGizmoPlugin();
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};
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class NavigationObstacle3DEditorPlugin : public EditorPlugin {
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GDCLASS(NavigationObstacle3DEditorPlugin, EditorPlugin);
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NavigationObstacle3DEditor *obstacle_editor = nullptr;
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Ref<NavigationObstacle3DGizmoPlugin> obstacle_3d_gizmo_plugin;
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NavigationObstacle3D *obstacle_node = nullptr;
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Ref<StandardMaterial3D> line_material;
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Ref<StandardMaterial3D> handle_material;
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RID point_lines_mesh_rid;
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RID point_lines_instance_rid;
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RID point_handle_mesh_rid;
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RID point_handles_instance_rid;
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public:
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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); }
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enum Mode {
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MODE_CREATE = 0,
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MODE_EDIT,
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MODE_DELETE,
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ACTION_FLIP,
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ACTION_CLEAR,
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};
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virtual String get_name() const override { return "NavigationObstacle3DEditor"; }
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private:
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int mode = MODE_EDIT;
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int edited_point = 0;
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Vector3 edited_point_pos;
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Vector<Vector3> pre_move_edit;
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Vector<Vector3> wip_vertices;
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bool wip_active = false;
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bool snap_ignore = false;
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void _wip_close();
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void _wip_cancel();
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void _update_theme();
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Button *button_create = nullptr;
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Button *button_edit = nullptr;
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Button *button_delete = nullptr;
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Button *button_flip = nullptr;
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Button *button_clear = nullptr;
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ConfirmationDialog *button_clear_dialog = nullptr;
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protected:
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void _notification(int p_what);
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void _node_removed(Node *p_node);
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public:
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HBoxContainer *obstacle_editor = nullptr;
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static NavigationObstacle3DEditorPlugin *singleton;
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void redraw();
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void set_mode(int p_mode);
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int get_mode() { return mode; }
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void action_flip_vertices();
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void action_clear_vertices();
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virtual EditorPlugin::AfterGUIInput forward_3d_gui_input(Camera3D *p_camera, const Ref<InputEvent> &p_event) override;
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virtual String get_name() const override { return "NavigationObstacle3D"; }
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bool has_main_screen() const override { return false; }
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virtual void edit(Object *p_object) override;
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virtual bool handles(Object *p_object) const override;
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@ -92,30 +92,26 @@ void NavigationObstacle3D::_notification(int p_what) {
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} else {
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_update_map(RID());
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}
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previous_transform = get_global_transform();
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// need to trigger map controlled agent assignment somehow for the fake_agent since obstacles use no callback like regular agents
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NavigationServer3D::get_singleton()->obstacle_set_avoidance_enabled(obstacle, avoidance_enabled);
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_update_position(get_global_transform().origin);
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_update_position(get_global_position());
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set_physics_process_internal(true);
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#ifdef DEBUG_ENABLED
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if ((NavigationServer3D::get_singleton()->get_debug_avoidance_enabled()) &&
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(NavigationServer3D::get_singleton()->get_debug_navigation_avoidance_enable_obstacles_radius())) {
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_update_fake_agent_radius_debug();
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_update_static_obstacle_debug();
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}
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_update_debug();
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#endif // DEBUG_ENABLED
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} break;
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#ifdef TOOLS_ENABLED
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case NOTIFICATION_TRANSFORM_CHANGED: {
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update_gizmos();
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} break;
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#endif // TOOLS_ENABLED
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case NOTIFICATION_EXIT_TREE: {
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set_physics_process_internal(false);
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_update_map(RID());
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#ifdef DEBUG_ENABLED
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if (fake_agent_radius_debug_instance.is_valid()) {
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RS::get_singleton()->instance_set_visible(fake_agent_radius_debug_instance, false);
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}
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if (static_obstacle_debug_instance.is_valid()) {
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RS::get_singleton()->instance_set_visible(static_obstacle_debug_instance, false);
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}
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_update_debug();
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#endif // DEBUG_ENABLED
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} break;
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@ -151,20 +147,13 @@ void NavigationObstacle3D::_notification(int p_what) {
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#ifdef DEBUG_ENABLED
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case NOTIFICATION_VISIBILITY_CHANGED: {
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if (is_inside_tree()) {
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if (fake_agent_radius_debug_instance.is_valid()) {
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RS::get_singleton()->instance_set_visible(fake_agent_radius_debug_instance, is_visible_in_tree());
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}
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if (static_obstacle_debug_instance.is_valid()) {
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RS::get_singleton()->instance_set_visible(static_obstacle_debug_instance, is_visible_in_tree());
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}
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}
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_update_debug();
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} break;
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#endif // DEBUG_ENABLED
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
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if (is_inside_tree()) {
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_update_position(get_global_transform().origin);
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_update_position(get_global_position());
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if (velocity_submitted) {
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velocity_submitted = false;
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@ -175,21 +164,23 @@ void NavigationObstacle3D::_notification(int p_what) {
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previous_velocity = velocity;
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}
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#ifdef DEBUG_ENABLED
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if (fake_agent_radius_debug_instance.is_valid() && radius > 0.0) {
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if (fake_agent_radius_debug_instance_rid.is_valid() && radius > 0.0) {
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// Prevent non-positive scaling.
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const Vector3 safe_scale = get_global_basis().get_scale().abs().maxf(0.001);
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// Agent radius is a scalar value and does not support non-uniform scaling, choose the largest axis.
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const float scaling_max_value = safe_scale[safe_scale.max_axis_index()];
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const Vector3 uniform_max_scale = Vector3(scaling_max_value, scaling_max_value, scaling_max_value);
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const Transform3D debug_transform = Transform3D(Basis().scaled(uniform_max_scale), get_global_position());
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RS::get_singleton()->instance_set_transform(fake_agent_radius_debug_instance, debug_transform);
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RS::get_singleton()->instance_set_transform(fake_agent_radius_debug_instance_rid, debug_transform);
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}
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if (static_obstacle_debug_instance.is_valid() && get_vertices().size() > 0) {
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if (static_obstacle_debug_instance_rid.is_valid() && get_vertices().size() > 0) {
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// Prevent non-positive scaling.
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const Vector3 safe_scale = get_global_basis().get_scale().abs().maxf(0.001);
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// Obstacles are projected to the xz-plane, so only rotation around the y-axis can be taken into account.
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const Transform3D debug_transform = Transform3D(Basis().scaled(safe_scale).rotated(Vector3(0.0, 1.0, 0.0), get_global_rotation().y), get_global_position());
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RS::get_singleton()->instance_set_transform(static_obstacle_debug_instance, debug_transform);
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RS::get_singleton()->instance_set_transform(static_obstacle_debug_instance_rid, debug_transform);
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}
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#endif // DEBUG_ENABLED
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}
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@ -198,53 +189,79 @@ void NavigationObstacle3D::_notification(int p_what) {
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}
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NavigationObstacle3D::NavigationObstacle3D() {
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obstacle = NavigationServer3D::get_singleton()->obstacle_create();
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NavigationServer3D *ns3d = NavigationServer3D::get_singleton();
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NavigationServer3D::get_singleton()->obstacle_set_height(obstacle, height);
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NavigationServer3D::get_singleton()->obstacle_set_radius(obstacle, radius);
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NavigationServer3D::get_singleton()->obstacle_set_vertices(obstacle, vertices);
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NavigationServer3D::get_singleton()->obstacle_set_avoidance_layers(obstacle, avoidance_layers);
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NavigationServer3D::get_singleton()->obstacle_set_use_3d_avoidance(obstacle, use_3d_avoidance);
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NavigationServer3D::get_singleton()->obstacle_set_avoidance_enabled(obstacle, avoidance_enabled);
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obstacle = ns3d->obstacle_create();
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ns3d->obstacle_set_height(obstacle, height);
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ns3d->obstacle_set_radius(obstacle, radius);
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ns3d->obstacle_set_vertices(obstacle, vertices);
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ns3d->obstacle_set_avoidance_layers(obstacle, avoidance_layers);
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ns3d->obstacle_set_use_3d_avoidance(obstacle, use_3d_avoidance);
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ns3d->obstacle_set_avoidance_enabled(obstacle, avoidance_enabled);
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#ifdef DEBUG_ENABLED
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NavigationServer3D::get_singleton()->connect("avoidance_debug_changed", callable_mp(this, &NavigationObstacle3D::_update_fake_agent_radius_debug));
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NavigationServer3D::get_singleton()->connect("avoidance_debug_changed", callable_mp(this, &NavigationObstacle3D::_update_static_obstacle_debug));
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RenderingServer *rs = RenderingServer::get_singleton();
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fake_agent_radius_debug_mesh_rid = rs->mesh_create();
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static_obstacle_debug_mesh_rid = rs->mesh_create();
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fake_agent_radius_debug_instance_rid = rs->instance_create();
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static_obstacle_debug_instance_rid = rs->instance_create();
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rs->instance_set_base(fake_agent_radius_debug_instance_rid, fake_agent_radius_debug_mesh_rid);
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rs->instance_set_base(static_obstacle_debug_instance_rid, static_obstacle_debug_mesh_rid);
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ns3d->connect("avoidance_debug_changed", callable_mp(this, &NavigationObstacle3D::_update_fake_agent_radius_debug));
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ns3d->connect("avoidance_debug_changed", callable_mp(this, &NavigationObstacle3D::_update_static_obstacle_debug));
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_update_fake_agent_radius_debug();
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_update_static_obstacle_debug();
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#endif // DEBUG_ENABLED
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#ifdef TOOLS_ENABLED
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set_notify_transform(true);
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#endif // TOOLS_ENABLED
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}
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NavigationObstacle3D::~NavigationObstacle3D() {
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ERR_FAIL_NULL(NavigationServer3D::get_singleton());
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NavigationServer3D *ns3d = NavigationServer3D::get_singleton();
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ERR_FAIL_NULL(ns3d);
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NavigationServer3D::get_singleton()->free(obstacle);
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ns3d->free(obstacle);
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obstacle = RID();
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#ifdef DEBUG_ENABLED
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NavigationServer3D::get_singleton()->disconnect("avoidance_debug_changed", callable_mp(this, &NavigationObstacle3D::_update_fake_agent_radius_debug));
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NavigationServer3D::get_singleton()->disconnect("avoidance_debug_changed", callable_mp(this, &NavigationObstacle3D::_update_static_obstacle_debug));
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if (fake_agent_radius_debug_instance.is_valid()) {
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RenderingServer::get_singleton()->free(fake_agent_radius_debug_instance);
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}
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if (fake_agent_radius_debug_mesh.is_valid()) {
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RenderingServer::get_singleton()->free(fake_agent_radius_debug_mesh->get_rid());
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}
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ns3d->disconnect("avoidance_debug_changed", callable_mp(this, &NavigationObstacle3D::_update_fake_agent_radius_debug));
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ns3d->disconnect("avoidance_debug_changed", callable_mp(this, &NavigationObstacle3D::_update_static_obstacle_debug));
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if (static_obstacle_debug_instance.is_valid()) {
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RenderingServer::get_singleton()->free(static_obstacle_debug_instance);
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RenderingServer *rs = RenderingServer::get_singleton();
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ERR_FAIL_NULL(rs);
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if (fake_agent_radius_debug_instance_rid.is_valid()) {
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rs->free(fake_agent_radius_debug_instance_rid);
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fake_agent_radius_debug_instance_rid = RID();
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}
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if (static_obstacle_debug_mesh.is_valid()) {
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RenderingServer::get_singleton()->free(static_obstacle_debug_mesh->get_rid());
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if (fake_agent_radius_debug_mesh_rid.is_valid()) {
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rs->free(fake_agent_radius_debug_mesh_rid);
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fake_agent_radius_debug_mesh_rid = RID();
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}
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if (static_obstacle_debug_instance_rid.is_valid()) {
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rs->free(static_obstacle_debug_instance_rid);
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static_obstacle_debug_instance_rid = RID();
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}
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if (static_obstacle_debug_mesh_rid.is_valid()) {
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rs->free(static_obstacle_debug_mesh_rid);
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static_obstacle_debug_mesh_rid = RID();
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}
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#endif // DEBUG_ENABLED
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}
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void NavigationObstacle3D::set_vertices(const Vector<Vector3> &p_vertices) {
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vertices = p_vertices;
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NavigationServer3D::get_singleton()->obstacle_set_vertices(obstacle, vertices);
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#ifdef DEBUG_ENABLED
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_update_static_obstacle_debug();
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update_gizmos();
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#endif // DEBUG_ENABLED
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}
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@ -276,6 +293,7 @@ void NavigationObstacle3D::set_radius(real_t p_radius) {
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#ifdef DEBUG_ENABLED
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_update_fake_agent_radius_debug();
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update_gizmos();
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#endif // DEBUG_ENABLED
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}
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@ -290,6 +308,7 @@ void NavigationObstacle3D::set_height(real_t p_height) {
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||||
|
||||
#ifdef DEBUG_ENABLED
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||||
_update_static_obstacle_debug();
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update_gizmos();
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||||
#endif // DEBUG_ENABLED
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||||
}
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||||
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||||
@ -394,31 +413,44 @@ void NavigationObstacle3D::_update_use_3d_avoidance(bool p_use_3d_avoidance) {
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||||
}
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||||
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#ifdef DEBUG_ENABLED
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||||
void NavigationObstacle3D::_update_debug() {
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RenderingServer *rs = RenderingServer::get_singleton();
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if (is_inside_tree()) {
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rs->instance_set_visible(fake_agent_radius_debug_instance_rid, is_visible_in_tree());
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rs->instance_set_visible(static_obstacle_debug_instance_rid, is_visible_in_tree());
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rs->instance_set_scenario(fake_agent_radius_debug_instance_rid, get_world_3d()->get_scenario());
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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
|
||||
|
@ -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
|
||||
|
Loading…
Reference in New Issue
Block a user