Fix pinned vertices in SoftBody editor gizmo
The wrong vertices could be highlighted/selected due to generating a debug triangle mesh to gather points, which can modify the order of vertices.
This commit is contained in:
parent
01851defb5
commit
29e67101db
1 changed files with 7 additions and 1 deletions
|
@ -2073,7 +2073,13 @@ void SoftBody3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
|
|||
Ref<TriangleMesh> tm = soft_body->get_mesh()->generate_triangle_mesh();
|
||||
|
||||
Vector<Vector3> points;
|
||||
soft_body->get_mesh()->generate_debug_mesh_indices(points);
|
||||
for (int i = 0; i < soft_body->get_mesh()->get_surface_count(); i++) {
|
||||
Array arrays = soft_body->get_mesh()->surface_get_arrays(i);
|
||||
ERR_CONTINUE(arrays.is_empty());
|
||||
|
||||
const Vector<Vector3> &vertices = arrays[Mesh::ARRAY_VERTEX];
|
||||
points.append_array(vertices);
|
||||
}
|
||||
|
||||
Ref<Material> material = get_material("shape_material", p_gizmo);
|
||||
|
||||
|
|
Loading…
Reference in a new issue