You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-14 13:41:12 +00:00
Separate Shape3D resource logic in GLTFPhysicsShape
This commit is contained in:
@@ -355,6 +355,7 @@ void GLTFDocumentExtensionPhysics::convert_scene_node(Ref<GLTFState> p_state, Re
|
||||
if (cast_to<CollisionShape3D>(p_scene_node)) {
|
||||
CollisionShape3D *godot_shape = Object::cast_to<CollisionShape3D>(p_scene_node);
|
||||
Ref<GLTFPhysicsShape> gltf_shape = GLTFPhysicsShape::from_node(godot_shape);
|
||||
ERR_FAIL_COND_MSG(gltf_shape.is_null(), "GLTF Physics: Could not convert CollisionShape3D to GLTFPhysicsShape. Does it have a valid Shape3D?");
|
||||
{
|
||||
Ref<ImporterMesh> importer_mesh = gltf_shape->get_importer_mesh();
|
||||
if (importer_mesh.is_valid()) {
|
||||
|
||||
Reference in New Issue
Block a user