Use CollisionObject3D API when baking the navmesh with static colliders, instead of collecting CollisionShape3D nodes
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1 changed files with 10 additions and 8 deletions
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@ -34,7 +34,6 @@
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#include "core/math/convex_hull.h"
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#include "core/os/thread.h"
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#include "scene/3d/collision_shape_3d.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/3d/multimesh_instance_3d.h"
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#include "scene/3d/physics_body_3d.h"
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@ -202,14 +201,17 @@ void NavigationMeshGenerator::_parse_geometry(const Transform3D &p_navmesh_trans
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StaticBody3D *static_body = Object::cast_to<StaticBody3D>(p_node);
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if (static_body->get_collision_layer() & p_collision_mask) {
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for (int i = 0; i < p_node->get_child_count(); ++i) {
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Node *child = p_node->get_child(i);
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if (Object::cast_to<CollisionShape3D>(child)) {
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CollisionShape3D *col_shape = Object::cast_to<CollisionShape3D>(child);
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List<uint32_t> shape_owners;
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static_body->get_shape_owners(&shape_owners);
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for (uint32_t shape_owner : shape_owners) {
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const int shape_count = static_body->shape_owner_get_shape_count(shape_owner);
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for (int i = 0; i < shape_count; i++) {
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Ref<Shape3D> s = static_body->shape_owner_get_shape(shape_owner, i);
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if (s.is_null()) {
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continue;
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}
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Transform3D transform = p_navmesh_transform * static_body->get_global_transform() * col_shape->get_transform();
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Ref<Shape3D> s = col_shape->get_shape();
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const Transform3D transform = p_navmesh_transform * static_body->get_global_transform() * static_body->shape_owner_get_transform(shape_owner);
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BoxShape3D *box = Object::cast_to<BoxShape3D>(*s);
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if (box) {
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