From 6838fe3f44432f0516e8f861104a8ddee57329b0 Mon Sep 17 00:00:00 2001 From: Michael Burt <23486102+bikemurt@users.noreply.github.com> Date: Thu, 28 Dec 2023 07:22:32 -0500 Subject: [PATCH] Add warning for using concave shape on CharacterBody3D Additionally updated descriptions for RigidBody3D and VehicleBody3D --- scene/3d/collision_shape_3d.cpp | 14 +++++++++++++- 1 file changed, 13 insertions(+), 1 deletion(-) diff --git a/scene/3d/collision_shape_3d.cpp b/scene/3d/collision_shape_3d.cpp index 0bb03823018e..61941a0e5337 100644 --- a/scene/3d/collision_shape_3d.cpp +++ b/scene/3d/collision_shape_3d.cpp @@ -35,6 +35,7 @@ #include "scene/resources/concave_polygon_shape_3d.h" #include "scene/resources/convex_polygon_shape_3d.h" #include "scene/resources/world_boundary_shape_3d.h" +#include "vehicle_body_3d.h" void CollisionShape3D::make_convex_from_siblings() { Node *p = get_parent(); @@ -130,13 +131,24 @@ PackedStringArray CollisionShape3D::get_configuration_warnings() const { } if (shape.is_valid() && Object::cast_to(col_object)) { + String body_type = "RigidBody3D"; + if (Object::cast_to(col_object)) { + body_type = "VehicleBody3D"; + } + if (Object::cast_to(*shape)) { - warnings.push_back(RTR("ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static.")); + warnings.push_back(vformat(RTR("When used for collision, ConcavePolygonShape3D is intended to work with static CollisionObject3D nodes like StaticBody3D.\nIt will likely not behave well for %ss (except when frozen and freeze_mode set to FREEZE_MODE_STATIC)."), body_type)); } else if (Object::cast_to(*shape)) { warnings.push_back(RTR("WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static.")); } } + if (shape.is_valid() && Object::cast_to(col_object)) { + if (Object::cast_to(*shape)) { + warnings.push_back(RTR("When used for collision, ConcavePolygonShape3D is intended to work with static CollisionObject3D nodes like StaticBody3D.\nIt will likely not behave well for CharacterBody3Ds.")); + } + } + Vector3 scale = get_transform().get_basis().get_scale(); if (!(Math::is_zero_approx(scale.x - scale.y) && Math::is_zero_approx(scale.y - scale.z))) { warnings.push_back(RTR("A non-uniformly scaled CollisionShape3D node will probably not function as expected.\nPlease make its scale uniform (i.e. the same on all axes), and change the size of its shape resource instead."));