예제 #1
0
파일: shape.cpp 프로젝트: 93i/godot
void Shape::add_vertices_to_array(PoolVector<Vector3> &array, const Transform &p_xform) {

	Vector<Vector3> toadd = _gen_debug_mesh_lines();

	if (toadd.size()) {

		int base = array.size();
		array.resize(base + toadd.size());
		PoolVector<Vector3>::Write w = array.write();
		for (int i = 0; i < toadd.size(); i++) {
			w[i + base] = p_xform.xform(toadd[i]);
		}
	}
}
예제 #2
0
파일: shape.cpp 프로젝트: 03050903/godot
Ref<Mesh> Shape::get_debug_mesh() {

	if (debug_mesh_cache.is_valid())
		return debug_mesh_cache;

	Vector<Vector3> lines = _gen_debug_mesh_lines();

	debug_mesh_cache = Ref<Mesh>(memnew(Mesh));

	if (!lines.empty()) {
		//make mesh
		DVector<Vector3> array;
		array.resize(lines.size());
		{

			DVector<Vector3>::Write w=array.write();
			for(int i=0;i<lines.size();i++) {
				w[i]=lines[i];
			}
		}

		Array arr;
		arr.resize(Mesh::ARRAY_MAX);
		arr[Mesh::ARRAY_VERTEX]=array;

		SceneTree *st=OS::get_singleton()->get_main_loop()->cast_to<SceneTree>();

		debug_mesh_cache->add_surface(Mesh::PRIMITIVE_LINES,arr);

		if (st) {
			debug_mesh_cache->surface_set_material(0,st->get_debug_collision_material());
		}

	}



	return debug_mesh_cache;

}