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

-Changed KinematicBody API yet again to make it friendlier

-Fixed get_scale functions (and added set_scale) to make it more coherent when decomposing and composing (fixes bugs in transform interpolation)
This commit is contained in:
Juan Linietsky
2017-09-04 07:48:14 -03:00
parent 3873362b3d
commit 6d233c651b
7 changed files with 197 additions and 118 deletions

View File

@@ -111,7 +111,8 @@ void MeshLibraryEditor::_import_scene(Node *p_scene, Ref<MeshLibrary> p_library,
sb->get_shape_owners(&shapes);
for (List<uint32_t>::Element *E = shapes.front(); E; E = E->next()) {
if (sb->is_shape_owner_disabled(E->get())) continue;
if (sb->is_shape_owner_disabled(E->get()))
continue;
//Transform shape_transform = sb->shape_owner_get_transform(E->get());
@@ -120,7 +121,7 @@ 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++) {
Ref<Shape> collision = sb->shape_owner_get_shape(E->get(), k);
if (collision.is_valid())
if (!collision.is_valid())
continue;
MeshLibrary::ShapeData shape_data;
shape_data.shape = collision;