Backported from godot4: Fix NavigationAgent3D debug path duplicated points

Fixes duplicated points in NavigationAgent3D debug path.
- smix8
0b8798a995
This commit is contained in:
Relintai 2023-09-04 16:35:59 +02:00
parent 24d7260169
commit 568b2541b8

View File

@ -177,7 +177,7 @@ void NavigationAgent::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_enabled"), "set_debug_enabled", "get_debug_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_use_custom"), "set_debug_use_custom", "get_debug_use_custom");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_path_custom_color"), "set_debug_path_custom_color", "get_debug_path_custom_color");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "debug_path_custom_point_size", PROPERTY_HINT_RANGE, "1,50,1,suffix:px"), "set_debug_path_custom_point_size", "get_debug_path_custom_point_size");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "debug_path_custom_point_size", PROPERTY_HINT_RANGE, "0,50,0.01,or_greater,suffix:px"), "set_debug_path_custom_point_size", "get_debug_path_custom_point_size");
#endif // DEBUG_ENABLED
ADD_SIGNAL(MethodInfo("path_changed"));
@ -932,7 +932,8 @@ Color NavigationAgent::get_debug_path_custom_color() const {
}
void NavigationAgent::set_debug_path_custom_point_size(float p_point_size) {
debug_path_custom_point_size = p_point_size;
debug_path_custom_point_size = MAX(0.0, p_point_size);
;
debug_path_dirty = true;
}
@ -998,6 +999,7 @@ void NavigationAgent::_update_debug_path() {
debug_path_mesh->surface_set_material(0, debug_agent_path_line_material);
}
if (debug_path_custom_point_size > 0.0) {
Vector<Vector3> debug_path_points_vertex_array;
for (int i = 0; i < navigation_path.size(); i++) {
@ -1006,7 +1008,7 @@ void NavigationAgent::_update_debug_path() {
Array debug_path_points_mesh_array;
debug_path_points_mesh_array.resize(Mesh::ARRAY_MAX);
debug_path_points_mesh_array[Mesh::ARRAY_VERTEX] = debug_path_lines_vertex_array;
debug_path_points_mesh_array[Mesh::ARRAY_VERTEX] = debug_path_points_vertex_array;
debug_path_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_POINTS, debug_path_points_mesh_array);
@ -1021,6 +1023,7 @@ void NavigationAgent::_update_debug_path() {
} else {
debug_path_mesh->surface_set_material(1, debug_agent_path_point_material);
}
}
RS::get_singleton()->instance_set_base(debug_path_instance, debug_path_mesh->get_rid());
RS::get_singleton()->instance_set_scenario(debug_path_instance, agent_parent->get_world_3d()->get_scenario());