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mirror of https://github.com/godotengine/godot.git synced 2025-11-07 12:30:27 +00:00

-Largely rewrote gridmap to simplify it

-Got editor working again
-Added a current-floor marker on selection
This commit is contained in:
Juan Linietsky
2017-08-27 16:00:59 -03:00
parent bd282ff43f
commit 37da8155a4
7 changed files with 429 additions and 334 deletions

View File

@@ -98,7 +98,7 @@ void MeshLibraryEditor::_import_scene(Node *p_scene, Ref<MeshLibrary> p_library,
p_library->set_item_mesh(id, mesh);
Ref<Shape> collision;
Vector<MeshLibrary::ShapeData> collisions;
for (int j = 0; j < mi->get_child_count(); j++) {
@@ -119,24 +119,19 @@ void MeshLibraryEditor::_import_scene(Node *p_scene, Ref<MeshLibrary> p_library,
for (int k = 0; k < sb->shape_owner_get_shape_count(E->get()); k++) {
collision = sb->shape_owner_get_shape(E->get(), k);
Ref<Shape> collision = sb->shape_owner_get_shape(E->get(), k);
if (collision.is_valid())
break;
/* TileSet::ShapeData shape_data;
shape_data.shape = shape;
shape_data.shape_transform = shape_transform;
shape_data.one_way_collision = one_way;
collisions.push_back(shape_data);*/
continue;
MeshLibrary::ShapeData shape_data;
shape_data.shape = collision;
shape_data.local_transform = sb->shape_owner_get_transform(E->get());
collisions.push_back(shape_data);
}
if (collision.is_valid())
break;
}
}
if (!collision.is_null()) {
p_library->set_item_shapes(id, collisions);
p_library->set_item_shape(id, collision);
}
Ref<NavigationMesh> navmesh;
for (int j = 0; j < mi->get_child_count(); j++) {
Node *child2 = mi->get_child(j);