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.
This commit is contained in:
smix8
2022-07-01 18:58:03 +02:00
parent afdae67cc3
commit c394ea518e
12 changed files with 915 additions and 62 deletions
+90 -25
View File
@@ -74,6 +74,7 @@
#include "scene/resources/sphere_shape_3d.h"
#include "scene/resources/surface_tool.h"
#include "scene/resources/world_boundary_shape_3d.h"
#include "servers/navigation_server_3d.h"
#define HANDLE_HALF_SIZE 9.5
@@ -4798,10 +4799,6 @@ void CollisionPolygon3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
////
NavigationRegion3DGizmoPlugin::NavigationRegion3DGizmoPlugin() {
create_material("navigation_edge_material", EDITOR_DEF("editors/3d_gizmos/gizmo_colors/navigation_edge", Color(0.5, 1, 1)));
create_material("navigation_edge_material_disabled", EDITOR_DEF("editors/3d_gizmos/gizmo_colors/navigation_edge_disabled", Color(0.7, 0.7, 0.7)));
create_material("navigation_solid_material", EDITOR_DEF("editors/3d_gizmos/gizmo_colors/navigation_solid", Color(0.5, 1, 1, 0.4)));
create_material("navigation_solid_material_disabled", EDITOR_DEF("editors/3d_gizmos/gizmo_colors/navigation_solid_disabled", Color(0.7, 0.7, 0.7, 0.4)));
}
bool NavigationRegion3DGizmoPlugin::has_gizmo(Node3D *p_spatial) {
@@ -4817,24 +4814,19 @@ int NavigationRegion3DGizmoPlugin::get_priority() const {
}
void NavigationRegion3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
NavigationRegion3D *navmesh = Object::cast_to<NavigationRegion3D>(p_gizmo->get_spatial_node());
Ref<Material> edge_material = get_material("navigation_edge_material", p_gizmo);
Ref<Material> edge_material_disabled = get_material("navigation_edge_material_disabled", p_gizmo);
Ref<Material> solid_material = get_material("navigation_solid_material", p_gizmo);
Ref<Material> solid_material_disabled = get_material("navigation_solid_material_disabled", p_gizmo);
NavigationRegion3D *navigationregion = Object::cast_to<NavigationRegion3D>(p_gizmo->get_spatial_node());
p_gizmo->clear();
Ref<NavigationMesh> navmeshie = navmesh->get_navigation_mesh();
if (navmeshie.is_null()) {
Ref<NavigationMesh> navigationmesh = navigationregion->get_navigation_mesh();
if (navigationmesh.is_null()) {
return;
}
Vector<Vector3> vertices = navmeshie->get_vertices();
Vector<Vector3> vertices = navigationmesh->get_vertices();
const Vector3 *vr = vertices.ptr();
List<Face3> faces;
for (int i = 0; i < navmeshie->get_polygon_count(); i++) {
Vector<int> p = navmeshie->get_polygon(i);
for (int i = 0; i < navigationmesh->get_polygon_count(); i++) {
Vector<int> p = navigationmesh->get_polygon(i);
for (int j = 2; j < p.size(); j++) {
Face3 f;
@@ -4891,17 +4883,90 @@ void NavigationRegion3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
Ref<TriangleMesh> tmesh = memnew(TriangleMesh);
tmesh->create(tmeshfaces);
if (lines.size()) {
p_gizmo->add_lines(lines, navmesh->is_enabled() ? edge_material : edge_material_disabled);
}
p_gizmo->add_collision_triangles(tmesh);
Ref<ArrayMesh> m = memnew(ArrayMesh);
Array a;
a.resize(Mesh::ARRAY_MAX);
a[0] = tmeshfaces;
m->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, a);
m->surface_set_material(0, navmesh->is_enabled() ? solid_material : solid_material_disabled);
p_gizmo->add_mesh(m);
Ref<ArrayMesh> debug_mesh = Ref<ArrayMesh>(memnew(ArrayMesh));
int polygon_count = navigationmesh->get_polygon_count();
// build geometry face surface
Vector<Vector3> face_vertex_array;
face_vertex_array.resize(polygon_count * 3);
for (int i = 0; i < polygon_count; i++) {
Vector<int> polygon = navigationmesh->get_polygon(i);
face_vertex_array.push_back(vertices[polygon[0]]);
face_vertex_array.push_back(vertices[polygon[1]]);
face_vertex_array.push_back(vertices[polygon[2]]);
}
Array face_mesh_array;
face_mesh_array.resize(Mesh::ARRAY_MAX);
face_mesh_array[Mesh::ARRAY_VERTEX] = face_vertex_array;
// if enabled add vertex colors to colorize each face individually
bool enabled_geometry_face_random_color = NavigationServer3D::get_singleton()->get_debug_navigation_enable_geometry_face_random_color();
if (enabled_geometry_face_random_color) {
Color debug_navigation_geometry_face_color = NavigationServer3D::get_singleton()->get_debug_navigation_geometry_face_color();
Color polygon_color = debug_navigation_geometry_face_color;
Vector<Color> face_color_array;
face_color_array.resize(polygon_count * 3);
for (int i = 0; i < polygon_count; i++) {
polygon_color = debug_navigation_geometry_face_color * (Color(Math::randf(), Math::randf(), Math::randf()));
Vector<int> polygon = navigationmesh->get_polygon(i);
face_color_array.push_back(polygon_color);
face_color_array.push_back(polygon_color);
face_color_array.push_back(polygon_color);
}
face_mesh_array[Mesh::ARRAY_COLOR] = face_color_array;
}
debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, face_mesh_array);
Ref<StandardMaterial3D> debug_geometry_face_material = NavigationServer3D::get_singleton_mut()->get_debug_navigation_geometry_face_material();
debug_mesh->surface_set_material(0, debug_geometry_face_material);
// if enabled build geometry edge line surface
bool enabled_edge_lines = NavigationServer3D::get_singleton()->get_debug_navigation_enable_edge_lines();
if (enabled_edge_lines) {
Vector<Vector3> line_vertex_array;
line_vertex_array.resize(polygon_count * 6);
for (int i = 0; i < polygon_count; i++) {
Vector<int> polygon = navigationmesh->get_polygon(i);
line_vertex_array.push_back(vertices[polygon[0]]);
line_vertex_array.push_back(vertices[polygon[1]]);
line_vertex_array.push_back(vertices[polygon[1]]);
line_vertex_array.push_back(vertices[polygon[2]]);
line_vertex_array.push_back(vertices[polygon[2]]);
line_vertex_array.push_back(vertices[polygon[0]]);
}
Array line_mesh_array;
line_mesh_array.resize(Mesh::ARRAY_MAX);
line_mesh_array[Mesh::ARRAY_VERTEX] = line_vertex_array;
debug_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, line_mesh_array);
Ref<StandardMaterial3D> debug_geometry_edge_material = NavigationServer3D::get_singleton_mut()->get_debug_navigation_geometry_edge_material();
debug_mesh->surface_set_material(1, debug_geometry_edge_material);
}
if (!navigationregion->is_enabled()) {
if (debug_mesh.is_valid()) {
if (debug_mesh->get_surface_count() > 0) {
debug_mesh->surface_set_material(0, NavigationServer3D::get_singleton_mut()->get_debug_navigation_geometry_face_disabled_material());
}
if (debug_mesh->get_surface_count() > 1) {
debug_mesh->surface_set_material(1, NavigationServer3D::get_singleton_mut()->get_debug_navigation_geometry_edge_disabled_material());
}
}
}
p_gizmo->add_mesh(debug_mesh);
p_gizmo->add_collision_segments(lines);
}