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Fix NavigationObstacle2D/3D get_global_transform() error
Fixes NavigationObstacle2D/3D reporting a 'get_global_transform: Condition "!is_inside_tree()" error when estimating the agent radius. The collisionshapes that are lower in the SceneTree order than the obstacle node are not loaded in the SceneTree yet so the global_transform function fails. Also adds warning message when this happens.
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@ -79,7 +79,7 @@ void NavigationObstacle2D::_notification(int p_what) {
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} break;
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
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if (parent_node2d) {
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if (parent_node2d && parent_node2d->is_inside_tree()) {
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NavigationServer2D::get_singleton()->agent_set_position(agent, parent_node2d->get_global_position());
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}
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} break;
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@ -122,13 +122,13 @@ void NavigationObstacle2D::reevaluate_agent_radius() {
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}
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real_t NavigationObstacle2D::estimate_agent_radius() const {
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if (parent_node2d) {
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if (parent_node2d && parent_node2d->is_inside_tree()) {
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// Estimate the radius of this physics body
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real_t radius = 0.0;
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for (int i(0); i < parent_node2d->get_child_count(); i++) {
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// For each collision shape
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CollisionShape2D *cs = Object::cast_to<CollisionShape2D>(parent_node2d->get_child(i));
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if (cs) {
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if (cs && cs->is_inside_tree()) {
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// Take the distance between the Body center to the shape center
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real_t r = cs->get_transform().get_origin().length();
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if (cs->get_shape().is_valid()) {
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@ -139,6 +139,9 @@ real_t NavigationObstacle2D::estimate_agent_radius() const {
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r *= MAX(s.x, s.y);
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// Takes the biggest radius
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radius = MAX(radius, r);
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} else if (cs && !cs->is_inside_tree()) {
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WARN_PRINT("A CollisionShape2D of the NavigationObstacle2D parent node was not inside the SceneTree when estimating the obstacle radius."
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"\nMove the NavigationObstacle2D to a child position below any CollisionShape2D node of the parent node so the CollisionShape2D is already inside the SceneTree.");
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}
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}
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Vector2 s = parent_node2d->get_global_scale();
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@ -79,7 +79,7 @@ void NavigationObstacle3D::_notification(int p_what) {
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} break;
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case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
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if (parent_node3d) {
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if (parent_node3d && parent_node3d->is_inside_tree()) {
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NavigationServer3D::get_singleton()->agent_set_position(agent, parent_node3d->get_global_transform().origin);
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PhysicsBody3D *rigid = Object::cast_to<PhysicsBody3D>(get_parent());
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@ -129,13 +129,13 @@ void NavigationObstacle3D::reevaluate_agent_radius() {
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}
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real_t NavigationObstacle3D::estimate_agent_radius() const {
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if (parent_node3d) {
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if (parent_node3d && parent_node3d->is_inside_tree()) {
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// Estimate the radius of this physics body
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real_t radius = 0.0;
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for (int i(0); i < parent_node3d->get_child_count(); i++) {
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// For each collision shape
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CollisionShape3D *cs = Object::cast_to<CollisionShape3D>(parent_node3d->get_child(i));
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if (cs) {
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if (cs && cs->is_inside_tree()) {
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// Take the distance between the Body center to the shape center
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real_t r = cs->get_transform().origin.length();
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if (cs->get_shape().is_valid()) {
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@ -146,6 +146,9 @@ real_t NavigationObstacle3D::estimate_agent_radius() const {
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r *= MAX(s.x, MAX(s.y, s.z));
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// Takes the biggest radius
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radius = MAX(radius, r);
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} else if (cs && !cs->is_inside_tree()) {
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WARN_PRINT("A CollisionShape3D of the NavigationObstacle3D parent node was not inside the SceneTree when estimating the obstacle radius."
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"\nMove the NavigationObstacle3D to a child position below any CollisionShape3D node of the parent node so the CollisionShape3D is already inside the SceneTree.");
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}
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}
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