From 96b8c4d3239e70568a50f98e4494708c02126d69 Mon Sep 17 00:00:00 2001 From: smix8 <52464204+smix8@users.noreply.github.com> Date: Sun, 15 May 2022 20:29:23 +0200 Subject: [PATCH] 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. (cherry picked from commit cc707412e909f117ad53ebe53e19bad43acf086a) --- scene/2d/navigation_obstacle_2d.cpp | 9 ++++++--- scene/3d/navigation_obstacle.cpp | 9 ++++++--- 2 files changed, 12 insertions(+), 6 deletions(-) diff --git a/scene/2d/navigation_obstacle_2d.cpp b/scene/2d/navigation_obstacle_2d.cpp index 0ed000954..ad53cc018 100644 --- a/scene/2d/navigation_obstacle_2d.cpp +++ b/scene/2d/navigation_obstacle_2d.cpp @@ -93,7 +93,7 @@ void NavigationObstacle2D::_notification(int p_what) { parent_node2d = nullptr; } break; case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { - if (parent_node2d) { + if (parent_node2d && parent_node2d->is_inside_tree()) { Navigation2DServer::get_singleton()->agent_set_position(agent, parent_node2d->get_global_transform().get_origin()); } @@ -156,13 +156,13 @@ void NavigationObstacle2D::reevaluate_agent_radius() { } real_t NavigationObstacle2D::estimate_agent_radius() const { - if (parent_node2d) { + if (parent_node2d && parent_node2d->is_inside_tree()) { // Estimate the radius of this physics body real_t radius = 0.0; for (int i(0); i < parent_node2d->get_child_count(); i++) { // For each collision shape CollisionShape2D *cs = Object::cast_to(parent_node2d->get_child(i)); - if (cs) { + if (cs && cs->is_inside_tree()) { // Take the distance between the Body center to the shape center real_t r = cs->get_transform().get_origin().length(); if (cs->get_shape().is_valid()) { @@ -173,6 +173,9 @@ real_t NavigationObstacle2D::estimate_agent_radius() const { r *= MAX(s.x, s.y); // Takes the biggest radius radius = MAX(radius, r); + } else if (cs && !cs->is_inside_tree()) { + WARN_PRINT("A CollisionShape2D of the NavigationObstacle2D parent node was not inside the SceneTree when estimating the obstacle radius." + "\nMove the NavigationObstacle2D to a child position below any CollisionShape2D node of the parent node so the CollisionShape2D is already inside the SceneTree."); } } Vector2 s = parent_node2d->get_global_transform().get_scale(); diff --git a/scene/3d/navigation_obstacle.cpp b/scene/3d/navigation_obstacle.cpp index ee08e8f62..27ce81750 100644 --- a/scene/3d/navigation_obstacle.cpp +++ b/scene/3d/navigation_obstacle.cpp @@ -94,7 +94,7 @@ void NavigationObstacle::_notification(int p_what) { parent_spatial = nullptr; } break; case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { - if (parent_spatial) { + if (parent_spatial && parent_spatial->is_inside_tree()) { NavigationServer::get_singleton()->agent_set_position(agent, parent_spatial->get_global_transform().origin); } @@ -164,13 +164,13 @@ void NavigationObstacle::reevaluate_agent_radius() { } real_t NavigationObstacle::estimate_agent_radius() const { - if (parent_spatial) { + if (parent_spatial && parent_spatial->is_inside_tree()) { // Estimate the radius of this physics body real_t radius = 0.0; for (int i(0); i < parent_spatial->get_child_count(); i++) { // For each collision shape CollisionShape *cs = Object::cast_to(parent_spatial->get_child(i)); - if (cs) { + if (cs && cs->is_inside_tree()) { // Take the distance between the Body center to the shape center real_t r = cs->get_transform().origin.length(); if (cs->get_shape().is_valid()) { @@ -181,6 +181,9 @@ real_t NavigationObstacle::estimate_agent_radius() const { r *= MAX(s.x, MAX(s.y, s.z)); // Takes the biggest radius radius = MAX(radius, r); + } else if (cs && !cs->is_inside_tree()) { + WARN_PRINT("A CollisionShape of the NavigationObstacle parent node was not inside the SceneTree when estimating the obstacle radius." + "\nMove the NavigationObstacle to a child position below any CollisionShape node of the parent node so the CollisionShape is already inside the SceneTree."); } } Vector3 s = parent_spatial->get_global_transform().basis.get_scale();