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Merge pull request #55578 from madmiraal/fix-55561
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@ -135,7 +135,7 @@
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</method>
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<method name="add_mesh">
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<return type="void" />
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<argument index="0" name="mesh" type="ArrayMesh" />
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<argument index="0" name="mesh" type="Mesh" />
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<argument index="1" name="material" type="Material" default="null" />
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<argument index="2" name="transform" type="Transform3D" default="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)" />
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<argument index="3" name="skeleton" type="SkinReference" default="null" />
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@ -244,8 +244,10 @@ void EditorNode3DGizmo::Instance::create_instance(Node3D *p_base, bool p_hidden)
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RS::get_singleton()->instance_geometry_set_flag(instance, RS::INSTANCE_FLAG_IGNORE_OCCLUSION_CULLING, true);
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}
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void EditorNode3DGizmo::add_mesh(const Ref<ArrayMesh> &p_mesh, const Ref<Material> &p_material, const Transform3D &p_xform, const Ref<SkinReference> &p_skin_reference) {
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void EditorNode3DGizmo::add_mesh(const Ref<Mesh> &p_mesh, const Ref<Material> &p_material, const Transform3D &p_xform, const Ref<SkinReference> &p_skin_reference) {
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ERR_FAIL_COND(!spatial_node);
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ERR_FAIL_COND_MSG(!p_mesh.is_valid(), "EditorNode3DGizmo.add_mesh() requires a valid Mesh resource.");
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Instance ins;
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ins.mesh = p_mesh;
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@ -45,7 +45,7 @@ class EditorNode3DGizmo : public Node3DGizmo {
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struct Instance {
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RID instance;
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Ref<ArrayMesh> mesh;
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Ref<Mesh> mesh;
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Ref<Material> material;
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Ref<SkinReference> skin_reference;
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bool extra_margin = false;
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@ -95,7 +95,7 @@ protected:
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public:
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void add_lines(const Vector<Vector3> &p_lines, const Ref<Material> &p_material, bool p_billboard = false, const Color &p_modulate = Color(1, 1, 1));
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void add_vertices(const Vector<Vector3> &p_vertices, const Ref<Material> &p_material, Mesh::PrimitiveType p_primitive_type, bool p_billboard = false, const Color &p_modulate = Color(1, 1, 1));
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void add_mesh(const Ref<ArrayMesh> &p_mesh, const Ref<Material> &p_material = Ref<Material>(), const Transform3D &p_xform = Transform3D(), const Ref<SkinReference> &p_skin_reference = Ref<SkinReference>());
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void add_mesh(const Ref<Mesh> &p_mesh, const Ref<Material> &p_material = Ref<Material>(), const Transform3D &p_xform = Transform3D(), const Ref<SkinReference> &p_skin_reference = Ref<SkinReference>());
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void add_collision_segments(const Vector<Vector3> &p_lines);
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void add_collision_triangles(const Ref<TriangleMesh> &p_tmesh);
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void add_unscaled_billboard(const Ref<Material> &p_material, real_t p_scale = 1, const Color &p_modulate = Color(1, 1, 1));
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