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

This commit is contained in:
trollodel 2022-05-01 13:30:58 +02:00
parent 91f9a48ada
commit 72c37c4bcd

View file

@ -34,7 +34,6 @@
#include "core/math/convex_hull.h"
#include "core/os/thread.h"
#include "scene/3d/collision_shape_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/multimesh_instance_3d.h"
#include "scene/3d/physics_body_3d.h"
@ -202,14 +201,17 @@ void NavigationMeshGenerator::_parse_geometry(const Transform3D &p_navmesh_trans
StaticBody3D *static_body = Object::cast_to<StaticBody3D>(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<CollisionShape3D>(child)) {
CollisionShape3D *col_shape = Object::cast_to<CollisionShape3D>(child);
List<uint32_t> shape_owners;
static_body->get_shape_owners(&shape_owners);
for (uint32_t shape_owner : shape_owners) {
const int shape_count = static_body->shape_owner_get_shape_count(shape_owner);
for (int i = 0; i < shape_count; i++) {
Ref<Shape3D> s = static_body->shape_owner_get_shape(shape_owner, i);
if (s.is_null()) {
continue;
}
Transform3D transform = p_navmesh_transform * static_body->get_global_transform() * col_shape->get_transform();
Ref<Shape3D> s = col_shape->get_shape();
const Transform3D transform = p_navmesh_transform * static_body->get_global_transform() * static_body->shape_owner_get_transform(shape_owner);
BoxShape3D *box = Object::cast_to<BoxShape3D>(*s);
if (box) {