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@@ -107,36 +107,30 @@ Ref<ArrayMesh> Shape3D::get_debug_mesh() {
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debug_mesh_cache.instantiate();
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if (!lines.is_empty()) {
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- //make mesh
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- Vector<Vector3> array;
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- array.resize(lines.size());
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- Vector3 *v = array.ptrw();
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-
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- Vector<Color> arraycol;
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- arraycol.resize(lines.size());
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- Color *c = arraycol.ptrw();
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-
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- for (int i = 0; i < lines.size(); i++) {
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- v[i] = lines[i];
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- c[i] = debug_color;
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- }
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+ Vector<Color> colors;
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+ colors.resize(lines.size());
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+ colors.fill(debug_color);
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Array lines_array;
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lines_array.resize(Mesh::ARRAY_MAX);
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- lines_array[Mesh::ARRAY_VERTEX] = array;
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- lines_array[Mesh::ARRAY_COLOR] = arraycol;
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-
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- Ref<StandardMaterial3D> material = get_debug_collision_material();
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+ lines_array[Mesh::ARRAY_VERTEX] = lines;
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+ lines_array[Mesh::ARRAY_COLOR] = colors;
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debug_mesh_cache->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, lines_array);
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- debug_mesh_cache->surface_set_material(0, material);
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+
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+ SceneTree *scene_tree = SceneTree::get_singleton();
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+ if (scene_tree) {
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+ debug_mesh_cache->surface_set_material(0, scene_tree->get_debug_collision_material());
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+ }
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if (debug_fill) {
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Ref<ArrayMesh> array_mesh = get_debug_arraymesh_faces(debug_color * Color(1.0, 1.0, 1.0, 0.0625));
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if (array_mesh.is_valid() && array_mesh->get_surface_count() > 0) {
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Array solid_array = array_mesh->surface_get_arrays(0);
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debug_mesh_cache->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, solid_array);
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- debug_mesh_cache->surface_set_material(1, material);
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+ if (scene_tree) {
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+ debug_mesh_cache->surface_set_material(1, scene_tree->get_debug_collision_material());
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+ }
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}
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}
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}
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@@ -144,26 +138,6 @@ Ref<ArrayMesh> Shape3D::get_debug_mesh() {
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return debug_mesh_cache;
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}
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-Ref<Material> Shape3D::get_debug_collision_material() {
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- if (collision_material.is_valid()) {
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- return collision_material;
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- }
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-
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- Ref<StandardMaterial3D> material = memnew(StandardMaterial3D);
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- material->set_albedo(Color(1.0, 1.0, 1.0));
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- material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
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- material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
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- material->set_render_priority(StandardMaterial3D::RENDER_PRIORITY_MIN + 1);
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- material->set_cull_mode(StandardMaterial3D::CULL_BACK);
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- material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
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- material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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- material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
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-
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- collision_material = material;
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-
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- return collision_material;
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-}
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-
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void Shape3D::_update_shape() {
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emit_changed();
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debug_mesh_cache.unref();
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