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@@ -346,21 +346,31 @@ void CSGShape3D::_update_shape() {
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}
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}
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- //fill arrays
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- Vector<Vector3> physics_faces;
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- bool fill_physics_faces = false;
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+ // Update collision faces.
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if (root_collision_shape.is_valid()) {
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+
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+ Vector<Vector3> physics_faces;
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physics_faces.resize(n->faces.size() * 3);
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- fill_physics_faces = true;
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- }
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+ Vector3 *physicsw = physics_faces.ptrw();
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- {
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- Vector3 *physicsw;
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+ for (int i = 0; i < n->faces.size(); i++) {
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+
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+ int order[3] = { 0, 1, 2 };
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+
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+ if (n->faces[i].invert) {
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+ SWAP(order[1], order[2]);
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+ }
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- if (fill_physics_faces) {
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- physicsw = physics_faces.ptrw();
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+ physicsw[i * 3 + 0] = n->faces[i].vertices[order[0]];
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+ physicsw[i * 3 + 1] = n->faces[i].vertices[order[1]];
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+ physicsw[i * 3 + 2] = n->faces[i].vertices[order[2]];
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}
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+ root_collision_shape->set_faces(physics_faces);
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+ }
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+
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+ //fill arrays
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+ {
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for (int i = 0; i < n->faces.size(); i++) {
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int order[3] = { 0, 1, 2 };
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@@ -369,12 +379,6 @@ void CSGShape3D::_update_shape() {
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SWAP(order[1], order[2]);
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}
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- if (fill_physics_faces) {
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- physicsw[i * 3 + 0] = n->faces[i].vertices[order[0]];
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- physicsw[i * 3 + 1] = n->faces[i].vertices[order[1]];
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- physicsw[i * 3 + 2] = n->faces[i].vertices[order[2]];
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- }
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-
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int mat = n->faces[i].material;
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ERR_CONTINUE(mat < -1 || mat >= face_count.size());
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int idx = mat == -1 ? face_count.size() - 1 : mat;
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@@ -458,10 +462,6 @@ void CSGShape3D::_update_shape() {
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root_mesh->surface_set_material(idx, surfaces[i].material);
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}
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- if (root_collision_shape.is_valid()) {
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- root_collision_shape->set_faces(physics_faces);
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- }
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-
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set_base(root_mesh->get_rid());
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}
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AABB CSGShape3D::get_aabb() const {
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