/*************************************************************************/ /* navigation_obstacle.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "navigation_obstacle.h" #include "core/config/engine.h" #include "scene/3d/collision_shape.h" #include "scene/3d/navigation.h" #include "scene/3d/physics_body.h" #include "scene/3d/spatial.h" #include "scene/resources/material.h" #include "scene/resources/mesh.h" #include "scene/resources/shape.h" #include "scene/resources/world_3d.h" #include "servers/navigation_server.h" #include "servers/rendering_server.h" void NavigationObstacle::_bind_methods() { ClassDB::bind_method(D_METHOD("get_obstacle_rid"), &NavigationObstacle::get_obstacle_rid); ClassDB::bind_method(D_METHOD("get_agent_rid"), &NavigationObstacle::get_agent_rid); ClassDB::bind_method(D_METHOD("set_navigation_map", "navigation_map"), &NavigationObstacle::set_navigation_map); ClassDB::bind_method(D_METHOD("get_navigation_map"), &NavigationObstacle::get_navigation_map); ClassDB::bind_method(D_METHOD("set_navigation", "navigation"), &NavigationObstacle::set_navigation_node); ClassDB::bind_method(D_METHOD("get_navigation"), &NavigationObstacle::get_navigation_node); ClassDB::bind_method(D_METHOD("set_radius", "radius"), &NavigationObstacle::set_radius); ClassDB::bind_method(D_METHOD("get_radius"), &NavigationObstacle::get_radius); ClassDB::bind_method(D_METHOD("set_height", "height"), &NavigationObstacle::set_height); ClassDB::bind_method(D_METHOD("get_height"), &NavigationObstacle::get_height); ClassDB::bind_method(D_METHOD("set_velocity", "velocity"), &NavigationObstacle::set_velocity); ClassDB::bind_method(D_METHOD("get_velocity"), &NavigationObstacle::get_velocity); ClassDB::bind_method(D_METHOD("set_vertices", "vertices"), &NavigationObstacle::set_vertices); ClassDB::bind_method(D_METHOD("get_vertices"), &NavigationObstacle::get_vertices); ClassDB::bind_method(D_METHOD("set_avoidance_layers", "layers"), &NavigationObstacle::set_avoidance_layers); ClassDB::bind_method(D_METHOD("get_avoidance_layers"), &NavigationObstacle::get_avoidance_layers); ClassDB::bind_method(D_METHOD("set_avoidance_layer_value", "layer_number", "value"), &NavigationObstacle::set_avoidance_layer_value); ClassDB::bind_method(D_METHOD("get_avoidance_layer_value", "layer_number"), &NavigationObstacle::get_avoidance_layer_value); ClassDB::bind_method(D_METHOD("set_use_3d_avoidance", "enabled"), &NavigationObstacle::set_use_3d_avoidance); ClassDB::bind_method(D_METHOD("get_use_3d_avoidance"), &NavigationObstacle::get_use_3d_avoidance); #ifdef DEBUG_ENABLED ClassDB::bind_method(D_METHOD("_update_fake_agent_radius_debug"), &NavigationObstacle::_update_fake_agent_radius_debug); ClassDB::bind_method(D_METHOD("_update_static_obstacle_debug"), &NavigationObstacle::_update_static_obstacle_debug); #endif // DEBUG_ENABLED ADD_GROUP("Avoidance", "avoidance_"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "velocity", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_velocity", "get_velocity"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "radius", PROPERTY_HINT_RANGE, "0.0,100,0.01,suffix:m"), "set_radius", "get_radius"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "height", PROPERTY_HINT_RANGE, "0.0,100,0.01,suffix:m"), "set_height", "get_height"); ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR3_ARRAY, "vertices"), "set_vertices", "get_vertices"); ADD_PROPERTY(PropertyInfo(Variant::INT, "avoidance_layers", PROPERTY_HINT_LAYERS_AVOIDANCE), "set_avoidance_layers", "get_avoidance_layers"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_3d_avoidance"), "set_use_3d_avoidance", "get_use_3d_avoidance"); } void NavigationObstacle::_notification(int p_what) { switch (p_what) { case NOTIFICATION_POST_ENTER_TREE: { // Search the navigation node and set it { Navigation *nav = nullptr; Node *p = get_parent(); while (p != nullptr) { nav = Object::cast_to(p); if (nav != nullptr) { p = nullptr; } else { p = p->get_parent(); } } set_navigation(nav); } _update_map(get_navigation_map()); previous_transform = get_global_transform(); // need to trigger map controlled agent assignment somehow for the fake_agent since obstacles use no callback like regular agents NavigationServer::get_singleton()->agent_set_avoidance_enabled(fake_agent, radius > 0); _update_position(get_global_transform().origin); set_physics_process_internal(true); #ifdef DEBUG_ENABLED if ((NavigationServer::get_singleton()->get_debug_avoidance_enabled()) && (NavigationServer::get_singleton()->get_debug_navigation_avoidance_enable_obstacles_radius())) { _update_fake_agent_radius_debug(); _update_static_obstacle_debug(); } #endif // DEBUG_ENABLED } break; case NOTIFICATION_PAUSED: { if (!can_process()) { map_before_pause = map_current; _update_map(RID()); } else if (can_process() && !(map_before_pause == RID())) { _update_map(map_before_pause); map_before_pause = RID(); } } break; case NOTIFICATION_UNPAUSED: { if (!can_process()) { map_before_pause = map_current; _update_map(RID()); } else if (can_process() && !(map_before_pause == RID())) { _update_map(map_before_pause); map_before_pause = RID(); } } break; case NOTIFICATION_EXIT_TREE: { set_navigation(nullptr); set_physics_process_internal(false); request_ready(); // required to solve an issue with losing the navigation _update_map(RID()); #ifdef DEBUG_ENABLED if (fake_agent_radius_debug_instance.is_valid()) { RS::get_singleton()->instance_set_visible(fake_agent_radius_debug_instance, false); } if (static_obstacle_debug_instance.is_valid()) { RS::get_singleton()->instance_set_visible(static_obstacle_debug_instance, false); } #endif // DEBUG_ENABLED } break; case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: { if (is_inside_tree()) { _update_position(get_global_transform().origin); if (velocity_submitted) { velocity_submitted = false; // only update if there is a noticeable change, else the rvo agent preferred velocity stays the same if (!previous_velocity.is_equal_approx(velocity)) { NavigationServer::get_singleton()->agent_set_velocity(fake_agent, velocity); } previous_velocity = velocity; } #ifdef DEBUG_ENABLED if (fake_agent_radius_debug_instance.is_valid() && radius > 0.0) { RS::get_singleton()->instance_set_transform(fake_agent_radius_debug_instance, get_global_transform()); } if (static_obstacle_debug_instance.is_valid() && get_vertices().size() > 0) { RS::get_singleton()->instance_set_transform(static_obstacle_debug_instance, get_global_transform()); } #endif // DEBUG_ENABLED } } break; } } NavigationObstacle::NavigationObstacle() { navigation = nullptr; height = 1.0; radius = 0.0; avoidance_layers = 1; use_3d_avoidance = false; velocity_submitted = false; obstacle = NavigationServer::get_singleton()->obstacle_create(); fake_agent = NavigationServer::get_singleton()->agent_create(); // change properties of the fake agent so it can act as fake obstacle with a radius NavigationServer::get_singleton()->agent_set_neighbor_distance(fake_agent, 0.0); NavigationServer::get_singleton()->agent_set_max_neighbors(fake_agent, 0); NavigationServer::get_singleton()->agent_set_time_horizon_agents(fake_agent, 0.0); NavigationServer::get_singleton()->agent_set_time_horizon_obstacles(fake_agent, 0.0); NavigationServer::get_singleton()->agent_set_max_speed(fake_agent, 0.0); NavigationServer::get_singleton()->agent_set_avoidance_mask(fake_agent, 1); NavigationServer::get_singleton()->agent_set_avoidance_priority(fake_agent, 1.0); NavigationServer::get_singleton()->agent_set_avoidance_enabled(fake_agent, radius > 0); set_radius(radius); set_height(height); set_vertices(vertices); set_avoidance_layers(avoidance_layers); set_use_3d_avoidance(use_3d_avoidance); #ifdef DEBUG_ENABLED NavigationServer::get_singleton()->connect("avoidance_debug_changed", this, "_update_fake_agent_radius_debug"); NavigationServer::get_singleton()->connect("avoidance_debug_changed", this, "_update_static_obstacle_debug"); _update_fake_agent_radius_debug(); _update_static_obstacle_debug(); #endif // DEBUG_ENABLED } NavigationObstacle::~NavigationObstacle() { ERR_FAIL_NULL(NavigationServer::get_singleton()); NavigationServer::get_singleton()->free(obstacle); obstacle = RID(); NavigationServer::get_singleton()->free(fake_agent); fake_agent = RID(); #ifdef DEBUG_ENABLED NavigationServer::get_singleton()->disconnect("avoidance_debug_changed", this, "_update_fake_agent_radius_debug"); NavigationServer::get_singleton()->disconnect("avoidance_debug_changed", this, "_update_static_obstacle_debug"); if (fake_agent_radius_debug_instance.is_valid()) { RenderingServer::get_singleton()->free(fake_agent_radius_debug_instance); } if (fake_agent_radius_debug_mesh.is_valid()) { RenderingServer::get_singleton()->free(fake_agent_radius_debug_mesh->get_rid()); } if (static_obstacle_debug_instance.is_valid()) { RenderingServer::get_singleton()->free(static_obstacle_debug_instance); } if (static_obstacle_debug_mesh.is_valid()) { RenderingServer::get_singleton()->free(static_obstacle_debug_mesh->get_rid()); } #endif // DEBUG_ENABLED } void NavigationObstacle::set_navigation(Navigation *p_nav) { if (navigation == p_nav && navigation != nullptr) { return; // Pointless } navigation = p_nav; NavigationServer::get_singleton()->agent_set_map(fake_agent, get_navigation_map()); } void NavigationObstacle::set_navigation_node(Node *p_nav) { Navigation *nav = Object::cast_to(p_nav); ERR_FAIL_NULL(nav); set_navigation(nav); } Node *NavigationObstacle::get_navigation_node() const { return Object::cast_to(navigation); } void NavigationObstacle::set_navigation_map(RID p_navigation_map) { if (map_override == p_navigation_map) { return; } map_override = p_navigation_map; _update_map(get_navigation_map()); } RID NavigationObstacle::get_navigation_map() const { if (navigation) { navigation->get_rid(); } else if (map_override.is_valid()) { return map_override; } else if (is_inside_tree()) { return get_world_3d()->get_navigation_map(); } return RID(); } void NavigationObstacle::set_vertices(const Vector &p_vertices) { vertices = p_vertices; NavigationServer::get_singleton()->obstacle_set_vertices(obstacle, vertices); #ifdef DEBUG_ENABLED _update_static_obstacle_debug(); #endif // DEBUG_ENABLED } void NavigationObstacle::set_radius(real_t p_radius) { ERR_FAIL_COND_MSG(p_radius < 0.0, "Radius must be positive."); if (Math::is_equal_approx(radius, p_radius)) { return; } radius = p_radius; NavigationServer::get_singleton()->agent_set_avoidance_enabled(fake_agent, radius > 0.0); NavigationServer::get_singleton()->agent_set_radius(fake_agent, radius); #ifdef DEBUG_ENABLED _update_fake_agent_radius_debug(); #endif // DEBUG_ENABLED } void NavigationObstacle::set_height(real_t p_height) { ERR_FAIL_COND_MSG(p_height < 0.0, "Height must be positive."); if (Math::is_equal_approx(height, p_height)) { return; } height = p_height; NavigationServer::get_singleton()->obstacle_set_height(obstacle, height); NavigationServer::get_singleton()->agent_set_height(fake_agent, height); #ifdef DEBUG_ENABLED _update_static_obstacle_debug(); #endif // DEBUG_ENABLED } void NavigationObstacle::set_avoidance_layers(uint32_t p_layers) { avoidance_layers = p_layers; NavigationServer::get_singleton()->obstacle_set_avoidance_layers(obstacle, avoidance_layers); NavigationServer::get_singleton()->agent_set_avoidance_layers(fake_agent, avoidance_layers); } uint32_t NavigationObstacle::get_avoidance_layers() const { return avoidance_layers; } void NavigationObstacle::set_avoidance_layer_value(int p_layer_number, bool p_value) { ERR_FAIL_COND_MSG(p_layer_number < 1, "Avoidance layer number must be between 1 and 32 inclusive."); ERR_FAIL_COND_MSG(p_layer_number > 32, "Avoidance layer number must be between 1 and 32 inclusive."); uint32_t avoidance_layers_new = get_avoidance_layers(); if (p_value) { avoidance_layers_new |= 1 << (p_layer_number - 1); } else { avoidance_layers_new &= ~(1 << (p_layer_number - 1)); } set_avoidance_layers(avoidance_layers_new); } bool NavigationObstacle::get_avoidance_layer_value(int p_layer_number) const { ERR_FAIL_COND_V_MSG(p_layer_number < 1, false, "Avoidance layer number must be between 1 and 32 inclusive."); ERR_FAIL_COND_V_MSG(p_layer_number > 32, false, "Avoidance layer number must be between 1 and 32 inclusive."); return get_avoidance_layers() & (1 << (p_layer_number - 1)); } void NavigationObstacle::set_use_3d_avoidance(bool p_use_3d_avoidance) { use_3d_avoidance = p_use_3d_avoidance; _update_use_3d_avoidance(use_3d_avoidance); property_list_changed_notify(); } void NavigationObstacle::set_velocity(const Vector3 p_velocity) { velocity = p_velocity; velocity_submitted = true; } void NavigationObstacle::_update_map(RID p_map) { // avoidance obstacles are 2D only, no point keeping them on the map while 3D is used if (use_3d_avoidance) { NavigationServer::get_singleton()->obstacle_set_map(obstacle, RID()); } else { NavigationServer::get_singleton()->obstacle_set_map(obstacle, p_map); } NavigationServer::get_singleton()->agent_set_map(fake_agent, p_map); map_current = p_map; } void NavigationObstacle::_update_position(const Vector3 p_position) { if (vertices.size() > 0) { NavigationServer::get_singleton()->obstacle_set_position(obstacle, p_position); } if (radius > 0.0) { NavigationServer::get_singleton()->agent_set_position(fake_agent, p_position); } } void NavigationObstacle::_update_use_3d_avoidance(bool p_use_3d_avoidance) { NavigationServer::get_singleton()->agent_set_use_3d_avoidance(fake_agent, use_3d_avoidance); _update_map(map_current); } #ifdef DEBUG_ENABLED void NavigationObstacle::_update_fake_agent_radius_debug() { bool is_debug_enabled = false; if (Engine::get_singleton()->is_editor_hint()) { is_debug_enabled = true; } else if (NavigationServer::get_singleton()->get_debug_enabled() && NavigationServer::get_singleton()->get_debug_avoidance_enabled() && NavigationServer::get_singleton()->get_debug_navigation_avoidance_enable_obstacles_radius()) { is_debug_enabled = true; } if (is_debug_enabled == false) { if (fake_agent_radius_debug_instance.is_valid()) { RS::get_singleton()->instance_set_visible(fake_agent_radius_debug_instance, false); } return; } if (!fake_agent_radius_debug_instance.is_valid()) { fake_agent_radius_debug_instance = RenderingServer::get_singleton()->instance_create(); } if (!fake_agent_radius_debug_mesh.is_valid()) { fake_agent_radius_debug_mesh = Ref(memnew(ArrayMesh)); } fake_agent_radius_debug_mesh->clear_surfaces(); Vector face_vertex_array; Vector face_indices_array; int i, j, prevrow, thisrow, point; float x, y, z; int rings = 16; int radial_segments = 32; point = 0; thisrow = 0; prevrow = 0; for (j = 0; j <= (rings + 1); j++) { float v = j; float w; v /= (rings + 1); w = sin(Math_PI * v); y = (radius)*cos(Math_PI * v); for (i = 0; i <= radial_segments; i++) { float u = i; u /= radial_segments; x = sin(u * Math_TAU); z = cos(u * Math_TAU); Vector3 p = Vector3(x * radius * w, y, z * radius * w); face_vertex_array.push_back(p); point++; if (i > 0 && j > 0) { face_indices_array.push_back(prevrow + i - 1); face_indices_array.push_back(prevrow + i); face_indices_array.push_back(thisrow + i - 1); face_indices_array.push_back(prevrow + i); face_indices_array.push_back(thisrow + i); face_indices_array.push_back(thisrow + i - 1); }; }; prevrow = thisrow; thisrow = point; }; Array face_mesh_array; face_mesh_array.resize(Mesh::ARRAY_MAX); face_mesh_array[Mesh::ARRAY_VERTEX] = face_vertex_array; face_mesh_array[Mesh::ARRAY_INDEX] = face_indices_array; fake_agent_radius_debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, face_mesh_array); Ref face_material = NavigationServer::get_singleton()->get_debug_navigation_avoidance_obstacles_radius_material(); fake_agent_radius_debug_mesh->surface_set_material(0, face_material); RS::get_singleton()->instance_set_base(fake_agent_radius_debug_instance, fake_agent_radius_debug_mesh->get_rid()); if (is_inside_tree()) { RS::get_singleton()->instance_set_scenario(fake_agent_radius_debug_instance, get_world_3d()->get_scenario()); RS::get_singleton()->instance_set_visible(fake_agent_radius_debug_instance, is_visible_in_tree()); } } #endif // DEBUG_ENABLED #ifdef DEBUG_ENABLED void NavigationObstacle::_update_static_obstacle_debug() { bool is_debug_enabled = false; if (Engine::get_singleton()->is_editor_hint()) { is_debug_enabled = true; } else if (NavigationServer::get_singleton()->get_debug_enabled() && NavigationServer::get_singleton()->get_debug_avoidance_enabled() && NavigationServer::get_singleton()->get_debug_navigation_avoidance_enable_obstacles_static()) { is_debug_enabled = true; } if (is_debug_enabled == false) { if (static_obstacle_debug_instance.is_valid()) { RS::get_singleton()->instance_set_visible(static_obstacle_debug_instance, false); } return; } if (vertices.size() < 3) { if (static_obstacle_debug_instance.is_valid()) { RS::get_singleton()->instance_set_visible(static_obstacle_debug_instance, false); } return; } if (!static_obstacle_debug_instance.is_valid()) { static_obstacle_debug_instance = RenderingServer::get_singleton()->instance_create(); } if (!static_obstacle_debug_mesh.is_valid()) { static_obstacle_debug_mesh = Ref(memnew(ArrayMesh)); } static_obstacle_debug_mesh->clear_surfaces(); Vector polygon_2d_vertices; polygon_2d_vertices.resize(vertices.size()); Vector2 *polygon_2d_vertices_ptr = polygon_2d_vertices.ptrw(); for (int i = 0; i < vertices.size(); ++i) { Vector3 obstacle_vertex = vertices[i]; Vector2 obstacle_vertex_2d = Vector2(obstacle_vertex.x, obstacle_vertex.z); polygon_2d_vertices_ptr[i] = obstacle_vertex_2d; } Vector triangulated_polygon_2d_indices = Geometry::triangulate_polygon(polygon_2d_vertices); if (triangulated_polygon_2d_indices.empty()) { // failed triangulation return; } bool obstacle_pushes_inward = Geometry::is_polygon_clockwise(polygon_2d_vertices); Vector face_vertex_array; Vector face_indices_array; face_vertex_array.resize(polygon_2d_vertices.size()); face_indices_array.resize(triangulated_polygon_2d_indices.size()); Vector3 *face_vertex_array_ptr = face_vertex_array.ptrw(); int *face_indices_array_ptr = face_indices_array.ptrw(); for (int i = 0; i < triangulated_polygon_2d_indices.size(); ++i) { int vertex_index = triangulated_polygon_2d_indices[i]; const Vector2 &vertex_2d = polygon_2d_vertices[vertex_index]; Vector3 vertex_3d = Vector3(vertex_2d.x, 0.0, vertex_2d.y); face_vertex_array_ptr[vertex_index] = vertex_3d; face_indices_array_ptr[i] = vertex_index; } Array face_mesh_array; face_mesh_array.resize(Mesh::ARRAY_MAX); face_mesh_array[Mesh::ARRAY_VERTEX] = face_vertex_array; face_mesh_array[Mesh::ARRAY_INDEX] = face_indices_array; static_obstacle_debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, face_mesh_array); Vector edge_vertex_array; for (int i = 0; i < polygon_2d_vertices.size(); ++i) { int from_index = i - 1; int to_index = i; if (i == 0) { from_index = polygon_2d_vertices.size() - 1; } const Vector2 &vertex_2d_from = polygon_2d_vertices[from_index]; const Vector2 &vertex_2d_to = polygon_2d_vertices[to_index]; Vector3 vertex_3d_ground_from = Vector3(vertex_2d_from.x, 0.0, vertex_2d_from.y); Vector3 vertex_3d_ground_to = Vector3(vertex_2d_to.x, 0.0, vertex_2d_to.y); edge_vertex_array.push_back(vertex_3d_ground_from); edge_vertex_array.push_back(vertex_3d_ground_to); Vector3 vertex_3d_height_from = Vector3(vertex_2d_from.x, height, vertex_2d_from.y); Vector3 vertex_3d_height_to = Vector3(vertex_2d_to.x, height, vertex_2d_to.y); edge_vertex_array.push_back(vertex_3d_height_from); edge_vertex_array.push_back(vertex_3d_height_to); edge_vertex_array.push_back(vertex_3d_ground_from); edge_vertex_array.push_back(vertex_3d_height_from); } Array edge_mesh_array; edge_mesh_array.resize(Mesh::ARRAY_MAX); edge_mesh_array[Mesh::ARRAY_VERTEX] = edge_vertex_array; static_obstacle_debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, edge_mesh_array); Ref face_material; Ref edge_material; if (obstacle_pushes_inward) { face_material = NavigationServer::get_singleton()->get_debug_navigation_avoidance_static_obstacle_pushin_face_material(); edge_material = NavigationServer::get_singleton()->get_debug_navigation_avoidance_static_obstacle_pushin_edge_material(); } else { face_material = NavigationServer::get_singleton()->get_debug_navigation_avoidance_static_obstacle_pushout_face_material(); edge_material = NavigationServer::get_singleton()->get_debug_navigation_avoidance_static_obstacle_pushout_edge_material(); } static_obstacle_debug_mesh->surface_set_material(0, face_material); static_obstacle_debug_mesh->surface_set_material(1, edge_material); RS::get_singleton()->instance_set_base(static_obstacle_debug_instance, static_obstacle_debug_mesh->get_rid()); if (is_inside_tree()) { RS::get_singleton()->instance_set_scenario(static_obstacle_debug_instance, get_world_3d()->get_scenario()); RS::get_singleton()->instance_set_visible(static_obstacle_debug_instance, is_visible_in_tree()); } } #endif // DEBUG_ENABLED