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Use CollisionObject3D API when baking the navmesh with static colliders, instead of collecting CollisionShape3D nodes

(cherry picked from commit 72c37c4bcd50e34b81c3dc5a2c5b8112014cc525)
trollodel 3 лет назад
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Сommit
7c400b3ea0
1 измененных файлов с 11 добавлено и 8 удалено
  1. 11 8
      modules/navigation/navigation_mesh_generator.cpp

+ 11 - 8
modules/navigation/navigation_mesh_generator.cpp

@@ -35,7 +35,6 @@
 //#include "core/math/quick_hull.h"
 //#include "core/math/convex_hull.h"
 #include "core/os/thread.h"
-#include "scene/3d/collision_shape.h"
 #include "scene/3d/mesh_instance.h"
 #include "scene/3d/multimesh_instance.h"
 #include "scene/3d/physics_body.h"
@@ -204,14 +203,18 @@ void NavigationMeshGenerator::_parse_geometry(const Transform &p_navmesh_xform,
 		StaticBody *static_body = Object::cast_to<StaticBody>(p_node);
 
 		if (static_body->get_collision_layer() & p_collision_mask) {
-			for (int i = 0; i < p_node->get_child_count(); ++i) {
-				Node *child = p_node->get_child(i);
-				if (Object::cast_to<CollisionShape>(child)) {
-					CollisionShape *col_shape = Object::cast_to<CollisionShape>(child);
-
-					Transform transform = p_navmesh_xform * static_body->get_global_transform() * col_shape->get_transform();
+			List<uint32_t> shape_owners;
+			static_body->get_shape_owners(&shape_owners);
+			for (List<uint32_t>::Element *E = shape_owners.front(); E; E = E->next()) {
+				uint32_t shape_owner = E->get();
+				const int shape_count = static_body->shape_owner_get_shape_count(shape_owner);
+				for (int i = 0; i < shape_count; i++) {
+					Ref<Shape> s = static_body->shape_owner_get_shape(shape_owner, i);
+					if (s.is_null()) {
+						continue;
+					}
 
-					Ref<Shape> s = col_shape->get_shape();
+					const Transform transform = p_navmesh_xform * static_body->get_global_transform() * static_body->shape_owner_get_transform(shape_owner);
 
 					BoxShape *box = Object::cast_to<BoxShape>(*s);
 					if (box) {