diff options
Diffstat (limited to 'scene/3d/navigation_obstacle_3d.cpp')
-rw-r--r-- | scene/3d/navigation_obstacle_3d.cpp | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/scene/3d/navigation_obstacle_3d.cpp b/scene/3d/navigation_obstacle_3d.cpp index 9b49238333..f241d65649 100644 --- a/scene/3d/navigation_obstacle_3d.cpp +++ b/scene/3d/navigation_obstacle_3d.cpp @@ -126,8 +126,8 @@ NavigationObstacle3D::~NavigationObstacle3D() { agent = RID(); // Pointless } -TypedArray<String> NavigationObstacle3D::get_configuration_warnings() const { - TypedArray<String> warnings = Node::get_configuration_warnings(); +PackedStringArray NavigationObstacle3D::get_configuration_warnings() const { + PackedStringArray warnings = Node::get_configuration_warnings(); if (!Object::cast_to<Node3D>(get_parent())) { warnings.push_back(RTR("The NavigationObstacle3D only serves to provide collision avoidance to a Node3D inheriting parent object.")); @@ -159,7 +159,7 @@ void NavigationObstacle3D::reevaluate_agent_radius() { real_t NavigationObstacle3D::estimate_agent_radius() const { if (parent_node3d && parent_node3d->is_inside_tree()) { // Estimate the radius of this physics body - real_t radius = 0.0; + real_t max_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)); @@ -173,7 +173,7 @@ real_t NavigationObstacle3D::estimate_agent_radius() const { Vector3 s = cs->get_global_transform().basis.get_scale(); r *= MAX(s.x, MAX(s.y, s.z)); // Takes the biggest radius - radius = MAX(radius, r); + max_radius = MAX(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."); @@ -181,10 +181,10 @@ real_t NavigationObstacle3D::estimate_agent_radius() const { } Vector3 s = parent_node3d->get_global_transform().basis.get_scale(); - radius *= MAX(s.x, MAX(s.y, s.z)); + max_radius *= MAX(s.x, MAX(s.y, s.z)); - if (radius > 0.0) { - return radius; + if (max_radius > 0.0) { + return max_radius; } } return 1.0; // Never a 0 radius |