Fix contact points debug for 3D Physics
Setting each point's position was missing for 3D. Now enabling collision
render debug will display contact points for 3D physics, the same way it
does for 2D physics.
Note: Multimesh rendering seems not to work in this scenario on master,
but it's working fine on 3.2.
(cherry picked from commit e5e9be8355
)
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1 changed files with 6 additions and 0 deletions
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@ -416,6 +416,12 @@ void Viewport::_notification(int p_what) {
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int point_count = PhysicsServer::get_singleton()->space_get_contact_count(find_world()->get_space());
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int point_count = PhysicsServer::get_singleton()->space_get_contact_count(find_world()->get_space());
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VS::get_singleton()->multimesh_set_visible_instances(contact_3d_debug_multimesh, point_count);
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VS::get_singleton()->multimesh_set_visible_instances(contact_3d_debug_multimesh, point_count);
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for (int i = 0; i < point_count; i++) {
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Transform point_transform;
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point_transform.origin = points[i];
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VS::get_singleton()->multimesh_instance_set_transform(contact_3d_debug_multimesh, i, point_transform);
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}
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}
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}
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if (!GLOBAL_GET("physics/common/enable_pause_aware_picking")) {
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if (!GLOBAL_GET("physics/common/enable_pause_aware_picking")) {
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