From 4d21951b7197a3f2874b5435188e34c65f8a3bad Mon Sep 17 00:00:00 2001 From: PouleyKetchoupp Date: Thu, 29 Apr 2021 18:16:25 -0700 Subject: [PATCH] Fix hack to draw shapes in 3D physics tests Using Shape::get_debug_mesh instead of the previous hack to draw a mesh instance based on a collision shape. --- 3d/physics_tests/test.gd | 23 +++++++---------------- 1 file changed, 7 insertions(+), 16 deletions(-) diff --git a/3d/physics_tests/test.gd b/3d/physics_tests/test.gd index 98692a61..41889530 100644 --- a/3d/physics_tests/test.gd +++ b/3d/physics_tests/test.gd @@ -46,29 +46,20 @@ func add_sphere(pos, radius, color): func add_shape(shape, transform, color): - var body = StaticBody.new() - body.collision_layer = 0 - body.collision_mask = 0 + var debug_mesh = shape.get_debug_mesh() - var collision = CollisionShape.new() - collision.transform = transform - collision.shape = shape + var mesh_instance = MeshInstance.new() + mesh_instance.transform = transform + mesh_instance.mesh = debug_mesh - body.add_child(collision) - - add_child(body) - _drawn_nodes.push_back(body) - - call_deferred("initialize_shape_material", body, color) - - -func initialize_shape_material(body, color): - var mesh_instance = body.get_child(1) var material = SpatialMaterial.new() material.flags_unshaded = true material.albedo_color = color mesh_instance.material_override = material + add_child(mesh_instance) + _drawn_nodes.push_back(mesh_instance) + func clear_drawn_nodes(): for node in _drawn_nodes: