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Backported from godot4: Fix NavigationAgent3D debug path duplicated points
Fixes duplicated points in NavigationAgent3D debug path.
- smix8
0b8798a995
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parent
24d7260169
commit
568b2541b8
@ -177,7 +177,7 @@ void NavigationAgent::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_enabled"), "set_debug_enabled", "get_debug_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "debug_use_custom"), "set_debug_use_custom", "get_debug_use_custom");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "debug_path_custom_color"), "set_debug_path_custom_color", "get_debug_path_custom_color");
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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");
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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");
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#endif // DEBUG_ENABLED
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ADD_SIGNAL(MethodInfo("path_changed"));
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@ -932,7 +932,8 @@ Color NavigationAgent::get_debug_path_custom_color() const {
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}
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void NavigationAgent::set_debug_path_custom_point_size(float p_point_size) {
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debug_path_custom_point_size = p_point_size;
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debug_path_custom_point_size = MAX(0.0, p_point_size);
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;
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debug_path_dirty = true;
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}
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@ -998,6 +999,7 @@ void NavigationAgent::_update_debug_path() {
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debug_path_mesh->surface_set_material(0, debug_agent_path_line_material);
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}
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if (debug_path_custom_point_size > 0.0) {
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Vector<Vector3> debug_path_points_vertex_array;
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for (int i = 0; i < navigation_path.size(); i++) {
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@ -1006,7 +1008,7 @@ void NavigationAgent::_update_debug_path() {
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Array debug_path_points_mesh_array;
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debug_path_points_mesh_array.resize(Mesh::ARRAY_MAX);
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debug_path_points_mesh_array[Mesh::ARRAY_VERTEX] = debug_path_lines_vertex_array;
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debug_path_points_mesh_array[Mesh::ARRAY_VERTEX] = debug_path_points_vertex_array;
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debug_path_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_POINTS, debug_path_points_mesh_array);
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@ -1021,6 +1023,7 @@ void NavigationAgent::_update_debug_path() {
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} else {
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debug_path_mesh->surface_set_material(1, debug_agent_path_point_material);
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}
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}
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RS::get_singleton()->instance_set_base(debug_path_instance, debug_path_mesh->get_rid());
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RS::get_singleton()->instance_set_scenario(debug_path_instance, agent_parent->get_world_3d()->get_scenario());
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