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mirror of https://github.com/godotengine/godot.git synced 2025-11-15 13:51:40 +00:00

Make use of NavigationObstacle2D's transform

This commit is contained in:
Rie
2024-11-10 18:52:45 +01:00
parent e65a23762b
commit e39fc3e8c2
3 changed files with 39 additions and 8 deletions

View File

@@ -691,11 +691,15 @@ void NavMeshGenerator2D::generator_parse_navigationobstacle_node(const Ref<Navig
return;
}
const Transform2D node_xform = p_source_geometry_data->root_node_transform * Transform2D(0.0, obstacle->get_global_position());
const Vector2 safe_scale = obstacle->get_global_scale().abs().maxf(0.001);
const float obstacle_radius = obstacle->get_radius();
if (obstacle_radius > 0.0) {
// Radius defined obstacle should be uniformly scaled from obstacle basis max scale axis.
const float scaling_max_value = safe_scale[safe_scale.max_axis_index()];
const Vector2 uniform_max_scale = Vector2(scaling_max_value, scaling_max_value);
const Transform2D obstacle_circle_transform = p_source_geometry_data->root_node_transform * Transform2D(obstacle->get_global_rotation(), uniform_max_scale, 0.0, obstacle->get_global_position());
Vector<Vector2> obstruction_circle_vertices;
// The point of this is that the moving obstacle can make a simple hole in the navigation mesh and affect the pathfinding.
@@ -709,12 +713,15 @@ void NavMeshGenerator2D::generator_parse_navigationobstacle_node(const Ref<Navig
for (int i = 0; i < circle_points; i++) {
const float angle = i * circle_point_step;
circle_vertices_ptrw[i] = node_xform.xform(Vector2(Math::cos(angle) * obstacle_radius, Math::sin(angle) * obstacle_radius));
circle_vertices_ptrw[i] = obstacle_circle_transform.xform(Vector2(Math::cos(angle) * obstacle_radius, Math::sin(angle) * obstacle_radius));
}
p_source_geometry_data->add_projected_obstruction(obstruction_circle_vertices, obstacle->get_carve_navigation_mesh());
}
// Obstacles are projected to the xz-plane, so only rotation around the y-axis can be taken into account.
const Transform2D node_xform = p_source_geometry_data->root_node_transform * obstacle->get_global_transform();
const Vector<Vector2> &obstacle_vertices = obstacle->get_vertices();
if (obstacle_vertices.is_empty()) {