Add warning for using concave shape on CharacterBody3D
Additionally updated descriptions for RigidBody3D and VehicleBody3D
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6838fe3f44
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@ -35,6 +35,7 @@
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#include "scene/resources/concave_polygon_shape_3d.h"
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#include "scene/resources/convex_polygon_shape_3d.h"
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#include "scene/resources/world_boundary_shape_3d.h"
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#include "vehicle_body_3d.h"
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void CollisionShape3D::make_convex_from_siblings() {
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Node *p = get_parent();
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@ -130,13 +131,24 @@ PackedStringArray CollisionShape3D::get_configuration_warnings() const {
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}
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if (shape.is_valid() && Object::cast_to<RigidBody3D>(col_object)) {
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String body_type = "RigidBody3D";
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if (Object::cast_to<VehicleBody3D>(col_object)) {
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body_type = "VehicleBody3D";
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}
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if (Object::cast_to<ConcavePolygonShape3D>(*shape)) {
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warnings.push_back(RTR("ConcavePolygonShape3D doesn't support RigidBody3D in another mode than static."));
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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));
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} else if (Object::cast_to<WorldBoundaryShape3D>(*shape)) {
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warnings.push_back(RTR("WorldBoundaryShape3D doesn't support RigidBody3D in another mode than static."));
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}
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}
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if (shape.is_valid() && Object::cast_to<CharacterBody3D>(col_object)) {
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if (Object::cast_to<ConcavePolygonShape3D>(*shape)) {
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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."));
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}
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}
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Vector3 scale = get_transform().get_basis().get_scale();
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if (!(Math::is_zero_approx(scale.x - scale.y) && Math::is_zero_approx(scale.y - scale.z))) {
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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."));
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