From 1f666a972fdabb5941bfd62f1f9e07489ba7b474 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Fri, 3 Dec 2021 01:54:15 +0100 Subject: [PATCH] NavigationMeshInstance: Fix typo to 'vertices' --- .../SkeletonModification3DTwoBoneIK.xml | 2 +- .../navigation/navigation_mesh_generator.cpp | 48 +++++++++---------- .../navigation/navigation_mesh_generator.h | 8 ++-- 3 files changed, 29 insertions(+), 29 deletions(-) diff --git a/doc/classes/SkeletonModification3DTwoBoneIK.xml b/doc/classes/SkeletonModification3DTwoBoneIK.xml index 80f8ba4e5bb..0e83cd0b282 100644 --- a/doc/classes/SkeletonModification3DTwoBoneIK.xml +++ b/doc/classes/SkeletonModification3DTwoBoneIK.xml @@ -4,7 +4,7 @@ A modification that moves two bones to reach the target. - This [SkeletonModification3D] uses an algorithm typically called TwoBoneIK. This algorithm works by leveraging the law of cosigns and the lengths of the bones to figure out what rotation the bones currently have, and what rotation they need to make a complete triangle, where the first bone, the second bone, and the target form the three verticies of the triangle. Because the algorithm works by making a triangle, it can only opperate on two bones. + This [SkeletonModification3D] uses an algorithm typically called TwoBoneIK. This algorithm works by leveraging the law of cosigns and the lengths of the bones to figure out what rotation the bones currently have, and what rotation they need to make a complete triangle, where the first bone, the second bone, and the target form the three vertices of the triangle. Because the algorithm works by making a triangle, it can only opperate on two bones. TwoBoneIK is great for arms, legs, and really any joints that can be represented by just two bones that bend to reach a target. This solver is more lightweight than [SkeletonModification3DFABRIK], but gives similar, natural looking results. A [Node3D]-based node can be used to define the pole, or bend direction, allowing control over which direction the joint takes when bending to reach the target when the target is within reach. diff --git a/modules/navigation/navigation_mesh_generator.cpp b/modules/navigation/navigation_mesh_generator.cpp index 7e731e6753f..0bce0fc9f01 100644 --- a/modules/navigation/navigation_mesh_generator.cpp +++ b/modules/navigation/navigation_mesh_generator.cpp @@ -64,17 +64,17 @@ NavigationMeshGenerator *NavigationMeshGenerator::singleton = nullptr; -void NavigationMeshGenerator::_add_vertex(const Vector3 &p_vec3, Vector &p_verticies) { - p_verticies.push_back(p_vec3.x); - p_verticies.push_back(p_vec3.y); - p_verticies.push_back(p_vec3.z); +void NavigationMeshGenerator::_add_vertex(const Vector3 &p_vec3, Vector &p_vertices) { + p_vertices.push_back(p_vec3.x); + p_vertices.push_back(p_vec3.y); + p_vertices.push_back(p_vec3.z); } -void NavigationMeshGenerator::_add_mesh(const Ref &p_mesh, const Transform3D &p_xform, Vector &p_verticies, Vector &p_indices) { +void NavigationMeshGenerator::_add_mesh(const Ref &p_mesh, const Transform3D &p_xform, Vector &p_vertices, Vector &p_indices) { int current_vertex_count; for (int i = 0; i < p_mesh->get_surface_count(); i++) { - current_vertex_count = p_verticies.size() / 3; + current_vertex_count = p_vertices.size() / 3; if (p_mesh->surface_get_primitive_type(i) != Mesh::PRIMITIVE_TRIANGLES) { continue; @@ -101,7 +101,7 @@ void NavigationMeshGenerator::_add_mesh(const Ref &p_mesh, const Transform const int *ir = mesh_indices.ptr(); for (int j = 0; j < mesh_vertices.size(); j++) { - _add_vertex(p_xform.xform(vr[j]), p_verticies); + _add_vertex(p_xform.xform(vr[j]), p_vertices); } for (int j = 0; j < face_count; j++) { @@ -113,9 +113,9 @@ void NavigationMeshGenerator::_add_mesh(const Ref &p_mesh, const Transform } else { face_count = mesh_vertices.size() / 3; for (int j = 0; j < face_count; j++) { - _add_vertex(p_xform.xform(vr[j * 3 + 0]), p_verticies); - _add_vertex(p_xform.xform(vr[j * 3 + 2]), p_verticies); - _add_vertex(p_xform.xform(vr[j * 3 + 1]), p_verticies); + _add_vertex(p_xform.xform(vr[j * 3 + 0]), p_vertices); + _add_vertex(p_xform.xform(vr[j * 3 + 2]), p_vertices); + _add_vertex(p_xform.xform(vr[j * 3 + 1]), p_vertices); p_indices.push_back(current_vertex_count + (j * 3 + 0)); p_indices.push_back(current_vertex_count + (j * 3 + 1)); @@ -125,14 +125,14 @@ void NavigationMeshGenerator::_add_mesh(const Ref &p_mesh, const Transform } } -void NavigationMeshGenerator::_add_faces(const PackedVector3Array &p_faces, const Transform3D &p_xform, Vector &p_verticies, Vector &p_indices) { +void NavigationMeshGenerator::_add_faces(const PackedVector3Array &p_faces, const Transform3D &p_xform, Vector &p_vertices, Vector &p_indices) { int face_count = p_faces.size() / 3; - int current_vertex_count = p_verticies.size() / 3; + int current_vertex_count = p_vertices.size() / 3; for (int j = 0; j < face_count; j++) { - _add_vertex(p_xform.xform(p_faces[j * 3 + 0]), p_verticies); - _add_vertex(p_xform.xform(p_faces[j * 3 + 1]), p_verticies); - _add_vertex(p_xform.xform(p_faces[j * 3 + 2]), p_verticies); + _add_vertex(p_xform.xform(p_faces[j * 3 + 0]), p_vertices); + _add_vertex(p_xform.xform(p_faces[j * 3 + 1]), p_vertices); + _add_vertex(p_xform.xform(p_faces[j * 3 + 2]), p_vertices); p_indices.push_back(current_vertex_count + (j * 3 + 0)); p_indices.push_back(current_vertex_count + (j * 3 + 2)); @@ -140,12 +140,12 @@ void NavigationMeshGenerator::_add_faces(const PackedVector3Array &p_faces, cons } } -void NavigationMeshGenerator::_parse_geometry(Transform3D p_accumulated_transform, Node *p_node, Vector &p_verticies, Vector &p_indices, NavigationMesh::ParsedGeometryType p_generate_from, uint32_t p_collision_mask, bool p_recurse_children) { +void NavigationMeshGenerator::_parse_geometry(Transform3D p_accumulated_transform, Node *p_node, Vector &p_vertices, Vector &p_indices, NavigationMesh::ParsedGeometryType p_generate_from, uint32_t p_collision_mask, bool p_recurse_children) { if (Object::cast_to(p_node) && p_generate_from != NavigationMesh::PARSED_GEOMETRY_STATIC_COLLIDERS) { MeshInstance3D *mesh_instance = Object::cast_to(p_node); Ref mesh = mesh_instance->get_mesh(); if (mesh.is_valid()) { - _add_mesh(mesh, p_accumulated_transform * mesh_instance->get_transform(), p_verticies, p_indices); + _add_mesh(mesh, p_accumulated_transform * mesh_instance->get_transform(), p_vertices, p_indices); } } @@ -159,7 +159,7 @@ void NavigationMeshGenerator::_parse_geometry(Transform3D p_accumulated_transfor n = multimesh->get_instance_count(); } for (int i = 0; i < n; i++) { - _add_mesh(mesh, p_accumulated_transform * multimesh->get_instance_transform(i), p_verticies, p_indices); + _add_mesh(mesh, p_accumulated_transform * multimesh->get_instance_transform(i), p_vertices, p_indices); } } } @@ -171,7 +171,7 @@ void NavigationMeshGenerator::_parse_geometry(Transform3D p_accumulated_transfor if (!meshes.is_empty()) { Ref mesh = meshes[1]; if (mesh.is_valid()) { - _add_mesh(mesh, p_accumulated_transform * csg_shape->get_transform(), p_verticies, p_indices); + _add_mesh(mesh, p_accumulated_transform * csg_shape->get_transform(), p_vertices, p_indices); } } } @@ -229,7 +229,7 @@ void NavigationMeshGenerator::_parse_geometry(Transform3D p_accumulated_transfor ConcavePolygonShape3D *concave_polygon = Object::cast_to(*s); if (concave_polygon) { - _add_faces(concave_polygon->get_faces(), transform, p_verticies, p_indices); + _add_faces(concave_polygon->get_faces(), transform, p_vertices, p_indices); } ConvexPolygonShape3D *convex_polygon = Object::cast_to(*s); @@ -252,12 +252,12 @@ void NavigationMeshGenerator::_parse_geometry(Transform3D p_accumulated_transfor } } - _add_faces(faces, transform, p_verticies, p_indices); + _add_faces(faces, transform, p_vertices, p_indices); } } if (mesh.is_valid()) { - _add_mesh(mesh, transform, p_verticies, p_indices); + _add_mesh(mesh, transform, p_vertices, p_indices); } } } @@ -272,7 +272,7 @@ void NavigationMeshGenerator::_parse_geometry(Transform3D p_accumulated_transfor for (int i = 0; i < meshes.size(); i += 2) { Ref mesh = meshes[i + 1]; if (mesh.is_valid()) { - _add_mesh(mesh, p_accumulated_transform * xform * (Transform3D)meshes[i], p_verticies, p_indices); + _add_mesh(mesh, p_accumulated_transform * xform * (Transform3D)meshes[i], p_vertices, p_indices); } } } @@ -285,7 +285,7 @@ void NavigationMeshGenerator::_parse_geometry(Transform3D p_accumulated_transfor if (p_recurse_children) { for (int i = 0; i < p_node->get_child_count(); i++) { - _parse_geometry(p_accumulated_transform, p_node->get_child(i), p_verticies, p_indices, p_generate_from, p_collision_mask, p_recurse_children); + _parse_geometry(p_accumulated_transform, p_node->get_child(i), p_vertices, p_indices, p_generate_from, p_collision_mask, p_recurse_children); } } } diff --git a/modules/navigation/navigation_mesh_generator.h b/modules/navigation/navigation_mesh_generator.h index 78f1329e3fb..dac844c68ef 100644 --- a/modules/navigation/navigation_mesh_generator.h +++ b/modules/navigation/navigation_mesh_generator.h @@ -49,10 +49,10 @@ class NavigationMeshGenerator : public Object { protected: static void _bind_methods(); - static void _add_vertex(const Vector3 &p_vec3, Vector &p_verticies); - static void _add_mesh(const Ref &p_mesh, const Transform3D &p_xform, Vector &p_verticies, Vector &p_indices); - static void _add_faces(const PackedVector3Array &p_faces, const Transform3D &p_xform, Vector &p_verticies, Vector &p_indices); - static void _parse_geometry(Transform3D p_accumulated_transform, Node *p_node, Vector &p_verticies, Vector &p_indices, NavigationMesh::ParsedGeometryType p_generate_from, uint32_t p_collision_mask, bool p_recurse_children); + static void _add_vertex(const Vector3 &p_vec3, Vector &p_vertices); + static void _add_mesh(const Ref &p_mesh, const Transform3D &p_xform, Vector &p_vertices, Vector &p_indices); + static void _add_faces(const PackedVector3Array &p_faces, const Transform3D &p_xform, Vector &p_vertices, Vector &p_indices); + static void _parse_geometry(Transform3D p_accumulated_transform, Node *p_node, Vector &p_vertices, Vector &p_indices, NavigationMesh::ParsedGeometryType p_generate_from, uint32_t p_collision_mask, bool p_recurse_children); static void _convert_detail_mesh_to_native_navigation_mesh(const rcPolyMeshDetail *p_detail_mesh, Ref p_nav_mesh); static void _build_recast_navigation_mesh(