Tiny improvement to mesh data intance's logic.

This commit is contained in:
Relintai 2021-08-10 18:07:43 +02:00
parent 3199cbe1a5
commit efb1d42957
1 changed files with 11 additions and 12 deletions

View File

@ -15,8 +15,6 @@
#include "../../texture_packer/texture_resource/packer_image_resource.h"
#endif
bool MeshDataInstance::get_snap_to_mesh() const {
return _snap_to_mesh;
}
@ -90,19 +88,20 @@ void MeshDataInstance::refresh() {
Array arr = _mesh->get_array();
if (arr.size() == Mesh::ARRAY_MAX) {
Variant varr = arr[Mesh::ARRAY_VERTEX];
PoolVector<Vector3> vertices = varr;
if (arr.size() != Mesh::ARRAY_MAX) {
return;
}
if (vertices.size() == 0) {
return;
}
PoolVector<Vector3> vertices = arr[Mesh::ARRAY_VERTEX];
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arr);
if (vertices.size() == 0) {
return;
}
if (_material.is_valid() && mesh->get_surface_count() > 0) {
mesh->surface_set_material(0, _material);
}
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arr);
if (_material.is_valid() && mesh->get_surface_count() > 0) {
mesh->surface_set_material(0, _material);
}
}