-
-
Notifications
You must be signed in to change notification settings - Fork 21.3k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Push some warnings for CSG non manifold and other errors. #100361
base: master
Are you sure you want to change the base?
Conversation
d46cfeb
to
4146070
Compare
Question, should child nodes error if their root id broken? |
I say yes, to make it SUPER clear to user that things are broken |
4146070
to
beaf3e7
Compare
@Zireael07 enhanced |
I don't think people will know what manifold means, maybe pointing a link to the CSG docs or just explaining that is not a "closed mesh" is better. "Manifold" is too cryptic. |
Thanks for the review! I'll try to put the entire definition in a short way. |
ed6ec9d
to
e307cad
Compare
Tested the windows artifact. The warning does not appear when you set an invalid mesh, it only changes if there are changes in the tree. It also doesn't disappear when set a valid mesh. Also when hovering the mouse the line in the in bottom is not splitting and goes over the screen limit of the monitor. CSG_warning.mp4 |
The csg tree modification error is a different bug which has a pull request. #100340 |
I wish I had some ideas with shorter wording, but I was stuck on the words. My phrasing is too long, and the tooltip is not cutting the text. |
3f516c1
to
b9b3d2d
Compare
@SpockBauru Can you retest after the build is done? |
modules/csg/csg_shape.cpp
Outdated
"A manifold mesh forms a solid object without gaps, holes, or loose edges. " | ||
"For a mesh to be manifold, every edge of every triangle must contain the same two vertices (by index) as exactly one other triangle edge, " | ||
"and the start and end vertices must switch between these two edges. The Godot Engine triangle vertices must appear in clockwise order " | ||
"when viewed from the outside of the mesh."; |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
"A manifold mesh forms a solid object without gaps, holes, or loose edges. " | |
"For a mesh to be manifold, every edge of every triangle must contain the same two vertices (by index) as exactly one other triangle edge, " | |
"and the start and end vertices must switch between these two edges. The Godot Engine triangle vertices must appear in clockwise order " | |
"when viewed from the outside of the mesh."; | |
"A manifold mesh forms a solid object without gaps, holes, or loose edges. Each edge must connect to exactly two faces." |
or
"A manifold mesh forms a solid object without gaps, holes, or loose edges. " | |
"For a mesh to be manifold, every edge of every triangle must contain the same two vertices (by index) as exactly one other triangle edge, " | |
"and the start and end vertices must switch between these two edges. The Godot Engine triangle vertices must appear in clockwise order " | |
"when viewed from the outside of the mesh."; | |
"A manifold mesh forms a solid object without gaps, holes, or loose edges. Each edge must be a member of exactly two faces." |
I feel like this is about the right amount of information to put in a warning message: a one or two sentence summary, in friendly and relatively non-technical language.
Even as someone who understands all the concepts, the full-length message is very intimidating. My eyes start to glaze over as I read it. If we need a long and technical explanation like that, it should be in the docs somewhere, not in a warning popup.
Maybe we can put it in the manual, along with some tips on how to troubleshoot non-manifold meshes.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
@tetrapod00 I have a draft of the process for making manifold shapes using Blender's fixing tool. https://docs.google.com/document/d/11KPDwMuZl3c4NSwanhatekAIvUxktURmXJVPkP_a17o/edit?tab=t.0#heading=h.r41iui30hwv7
b8f2438
to
c5615a0
Compare
c5615a0
to
4d91691
Compare
Tested the windows artifact, the new wording seems to be good enough, it roughly explains the issue and the hint box does not goes over the screen limit anymore :D Seems like #100340 has been merged. Is that applied to this PR? Because I'm still not triggering the error message when selecting an invalid mesh. The error icon only appears when there are changes in the tree, not in the mesh itself. |
Setting a mesh on csgmesh3d still is broken with respect to updating war ings |
9354db2
to
75f5547
Compare
I can now move the CSG nodes around and keep the warnings, but I lost the specific error message, and setting a mesh on a CSGMesh3D still does not update until the scene reloads. |
In the scene tree add warnings.
75f5547
to
5684a1e
Compare
@BastiaanOlij mentioned that seeing the error message for invalid CSGMesh inputs was complex.
This was also a leftover task from Fix mesh corruption of CSG by using
elalish/manifold
#94321I'm not perfectly happy with the warning wording. You are welcome to suggest changes.
Part of #100014
See also #100164
https://github.com/user-attachments/assets/f3080d1e