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Now EditorNode3DGizmo::add_mesh accepts a Mesh instead of an ArrayMesh.
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@ -288,7 +288,7 @@ void EditorSpatialGizmo::Instance::create_instance(Spatial *p_base, bool p_hidde
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VS::get_singleton()->instance_set_layer_mask(instance, layer); //gizmos are 26
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VS::get_singleton()->instance_set_layer_mask(instance, layer); //gizmos are 26
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}
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}
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void EditorSpatialGizmo::add_mesh(const Ref<ArrayMesh> &p_mesh, const Ref<Material> &p_material, const Transform &p_xform, const Ref<SkinReference> &p_skin_reference) {
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void EditorSpatialGizmo::add_mesh(const Ref<Mesh> &p_mesh, const Ref<Material> &p_material, const Transform &p_xform, const Ref<SkinReference> &p_skin_reference) {
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ERR_FAIL_COND(!spatial_node);
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ERR_FAIL_COND(!spatial_node);
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ERR_FAIL_COND_MSG(!p_mesh.is_valid(), "EditorSpatialGizmo.add_mesh() requires a valid Mesh resource.");
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ERR_FAIL_COND_MSG(!p_mesh.is_valid(), "EditorSpatialGizmo.add_mesh() requires a valid Mesh resource.");
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@ -100,7 +100,7 @@ protected:
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public:
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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_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_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 Transform &p_xform = Transform(), 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 Transform &p_xform = Transform(), 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_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_collision_triangles(const Ref<TriangleMesh> &p_tmesh);
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void add_unscaled_billboard(const Ref<Material> &p_material, float p_scale = 1, const Color &p_modulate = Color(1, 1, 1));
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void add_unscaled_billboard(const Ref<Material> &p_material, float p_scale = 1, const Color &p_modulate = Color(1, 1, 1));
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