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-rw-r--r--scene/2d/navigation_obstacle_2d.cpp9
-rw-r--r--scene/3d/navigation_obstacle_3d.cpp9
2 files changed, 12 insertions, 6 deletions
diff --git a/scene/2d/navigation_obstacle_2d.cpp b/scene/2d/navigation_obstacle_2d.cpp
index d1e5bc11bc..6961283f2f 100644
--- a/scene/2d/navigation_obstacle_2d.cpp
+++ b/scene/2d/navigation_obstacle_2d.cpp
@@ -79,7 +79,7 @@ void NavigationObstacle2D::_notification(int p_what) {
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
- if (parent_node2d) {
+ if (parent_node2d && parent_node2d->is_inside_tree()) {
NavigationServer2D::get_singleton()->agent_set_position(agent, parent_node2d->get_global_position());
}
} break;
@@ -122,13 +122,13 @@ 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<CollisionShape2D>(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()) {
@@ -139,6 +139,9 @@ 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_scale();
diff --git a/scene/3d/navigation_obstacle_3d.cpp b/scene/3d/navigation_obstacle_3d.cpp
index 78dbecc0c5..56b26b3600 100644
--- a/scene/3d/navigation_obstacle_3d.cpp
+++ b/scene/3d/navigation_obstacle_3d.cpp
@@ -79,7 +79,7 @@ void NavigationObstacle3D::_notification(int p_what) {
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
- if (parent_node3d) {
+ if (parent_node3d && parent_node3d->is_inside_tree()) {
NavigationServer3D::get_singleton()->agent_set_position(agent, parent_node3d->get_global_transform().origin);
PhysicsBody3D *rigid = Object::cast_to<PhysicsBody3D>(get_parent());
@@ -129,13 +129,13 @@ void NavigationObstacle3D::reevaluate_agent_radius() {
}
real_t NavigationObstacle3D::estimate_agent_radius() const {
- if (parent_node3d) {
+ if (parent_node3d && parent_node3d->is_inside_tree()) {
// Estimate the radius of this physics body
real_t radius = 0.0;
for (int i(0); i < parent_node3d->get_child_count(); i++) {
// For each collision shape
CollisionShape3D *cs = Object::cast_to<CollisionShape3D>(parent_node3d->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()) {
@@ -146,6 +146,9 @@ real_t NavigationObstacle3D::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 CollisionShape3D of the NavigationObstacle3D parent node was not inside the SceneTree when estimating the obstacle radius."
+ "\nMove the NavigationObstacle3D to a child position below any CollisionShape3D node of the parent node so the CollisionShape3D is already inside the SceneTree.");
}
}