Fix debug collider offsets.

This commit is contained in:
Relintai 2020-06-30 15:10:48 +02:00
parent 7777056af3
commit a4b5400a4e

View File

@ -907,6 +907,8 @@ void VoxelChunkDefault::draw_debug_mdr_colliders() {
continue;
Transform t = get_mesh_data_resource_transform(i);
Vector3 offset = mdr->get_collision_shape_offset(i);
t.origin += offset;
for (int j = 0; j < mdr->get_collision_shape_count(); ++j) {
Ref<Shape> shape = mdr->get_collision_shape(j);
@ -1745,6 +1747,7 @@ void VoxelChunkDefault::_build_phase_physics_process(int phase) {
for (int i = 0; i < get_mesh_data_resource_count(); ++i) {
Ref<MeshDataResource> mdr = get_mesh_data_resource(i);
Vector3 offset = mdr->get_collision_shape_offset(i);
for (int j = 0; j < mdr->get_collision_shape_count(); ++j) {
Ref<Shape> shape = mdr->get_collision_shape(j);
@ -1759,6 +1762,7 @@ void VoxelChunkDefault::_build_phase_physics_process(int phase) {
c.body = body;
c.transform = get_mesh_data_resource_transform(i);
c.transform.origin += offset;
PhysicsServer::get_singleton()->body_add_shape(body, shape->get_rid());