Now EditorNode3DGizmo::add_mesh accepts a Mesh instead of an ArrayMesh.

This commit is contained in:
Relintai 2022-08-11 01:30:54 +02:00
parent 58539a22b6
commit e3e39a1b2a
2 changed files with 2 additions and 2 deletions

View File

@ -288,7 +288,7 @@ void EditorSpatialGizmo::Instance::create_instance(Spatial *p_base, bool p_hidde
VS::get_singleton()->instance_set_layer_mask(instance, layer); //gizmos are 26
}
void EditorSpatialGizmo::add_mesh(const Ref<ArrayMesh> &p_mesh, const Ref<Material> &p_material, const Transform &p_xform, const Ref<SkinReference> &p_skin_reference) {
void EditorSpatialGizmo::add_mesh(const Ref<Mesh> &p_mesh, const Ref<Material> &p_material, const Transform &p_xform, const Ref<SkinReference> &p_skin_reference) {
ERR_FAIL_COND(!spatial_node);
ERR_FAIL_COND_MSG(!p_mesh.is_valid(), "EditorSpatialGizmo.add_mesh() requires a valid Mesh resource.");

View File

@ -100,7 +100,7 @@ protected:
public:
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));
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));
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>());
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>());
void add_collision_segments(const Vector<Vector3> &p_lines);
void add_collision_triangles(const Ref<TriangleMesh> &p_tmesh);
void add_unscaled_billboard(const Ref<Material> &p_material, float p_scale = 1, const Color &p_modulate = Color(1, 1, 1));