Add more detailed Navigation Debug Visualization
- Adds more customization options to ProjectSettings. - Displays navregion edge connections and navigation polygon edges in editor and at runtime. - Majority of debug code moved from SceneTree to NavigationServer. - Removes the irritating debug MeshInstance child node from NavigationRegion3D and replaces it with direct RenderingServer API.
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@ -30,6 +30,10 @@
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#include "navigation_mesh.h"
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#ifdef DEBUG_ENABLED
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#include "servers/navigation_server_3d.h"
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#endif
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void NavigationMesh::create_from_mesh(const Ref<Mesh> &p_mesh) {
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ERR_FAIL_COND(p_mesh.is_null());
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@ -337,6 +341,7 @@ void NavigationMesh::clear_polygons() {
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polygons.clear();
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}
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#ifndef DISABLE_DEPRECATED
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Ref<Mesh> NavigationMesh::get_debug_mesh() {
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if (debug_mesh.is_valid()) {
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return debug_mesh;
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@ -420,6 +425,102 @@ Ref<Mesh> NavigationMesh::get_debug_mesh() {
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return debug_mesh;
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}
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#endif // DISABLE_DEPRECATED
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#ifdef DEBUG_ENABLED
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Ref<ArrayMesh> NavigationMesh::_get_debug_mesh() {
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if (debug_mesh.is_valid()) {
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// Blocks further updates for now, code below is intended for dynamic updates e.g. when settings change.
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return debug_mesh;
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}
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if (!debug_mesh.is_valid()) {
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debug_mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
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} else {
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debug_mesh->clear_surfaces();
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}
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if (vertices.size() == 0) {
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return debug_mesh;
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}
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int polygon_count = get_polygon_count();
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if (polygon_count < 1) {
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// no face, no play
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return debug_mesh;
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}
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// build geometry face surface
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Vector<Vector3> face_vertex_array;
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face_vertex_array.resize(polygon_count * 3);
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for (int i = 0; i < polygon_count; i++) {
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Vector<int> polygon = get_polygon(i);
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face_vertex_array.push_back(vertices[polygon[0]]);
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face_vertex_array.push_back(vertices[polygon[1]]);
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face_vertex_array.push_back(vertices[polygon[2]]);
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}
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Array face_mesh_array;
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face_mesh_array.resize(Mesh::ARRAY_MAX);
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face_mesh_array[Mesh::ARRAY_VERTEX] = face_vertex_array;
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// if enabled add vertex colors to colorize each face individually
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bool enabled_geometry_face_random_color = NavigationServer3D::get_singleton()->get_debug_navigation_enable_geometry_face_random_color();
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if (enabled_geometry_face_random_color) {
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Color debug_navigation_geometry_face_color = NavigationServer3D::get_singleton()->get_debug_navigation_geometry_face_color();
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Color polygon_color = debug_navigation_geometry_face_color;
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Vector<Color> face_color_array;
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face_color_array.resize(polygon_count * 3);
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for (int i = 0; i < polygon_count; i++) {
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polygon_color = debug_navigation_geometry_face_color * (Color(Math::randf(), Math::randf(), Math::randf()));
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Vector<int> polygon = get_polygon(i);
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face_color_array.push_back(polygon_color);
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face_color_array.push_back(polygon_color);
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face_color_array.push_back(polygon_color);
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}
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face_mesh_array[Mesh::ARRAY_COLOR] = face_color_array;
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}
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debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, face_mesh_array);
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Ref<StandardMaterial3D> debug_geometry_face_material = NavigationServer3D::get_singleton_mut()->get_debug_navigation_geometry_face_material();
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debug_mesh->surface_set_material(debug_mesh->get_surface_count(), debug_geometry_face_material);
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// if enabled build geometry edge line surface
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bool enabled_edge_lines = NavigationServer3D::get_singleton()->get_debug_navigation_enable_edge_lines();
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if (enabled_edge_lines) {
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Vector<Vector3> line_vertex_array;
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line_vertex_array.resize(polygon_count * 6);
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for (int i = 0; i < polygon_count; i++) {
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Vector<int> polygon = get_polygon(i);
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line_vertex_array.push_back(vertices[polygon[0]]);
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line_vertex_array.push_back(vertices[polygon[1]]);
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line_vertex_array.push_back(vertices[polygon[1]]);
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line_vertex_array.push_back(vertices[polygon[2]]);
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line_vertex_array.push_back(vertices[polygon[2]]);
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line_vertex_array.push_back(vertices[polygon[0]]);
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}
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Array line_mesh_array;
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line_mesh_array.resize(Mesh::ARRAY_MAX);
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line_mesh_array[Mesh::ARRAY_VERTEX] = line_vertex_array;
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debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, line_mesh_array);
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Ref<StandardMaterial3D> debug_geometry_edge_material = NavigationServer3D::get_singleton_mut()->get_debug_navigation_geometry_edge_material();
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debug_mesh->surface_set_material(debug_mesh->get_surface_count(), debug_geometry_edge_material);
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}
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return debug_mesh;
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}
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#endif
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void NavigationMesh::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_sample_partition_type", "sample_partition_type"), &NavigationMesh::set_sample_partition_type);
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