Fix pinned vertices in SoftBody editor gizmo

The wrong vertices could be highlighted/selected due to generating a
debug triangle mesh to gather points, which can modify the order of
vertices.
This commit is contained in:
PouleyKetchoupp 2021-03-11 18:28:16 -07:00
parent 01851defb5
commit 29e67101db

View file

@ -2073,7 +2073,13 @@ void SoftBody3DGizmoPlugin::redraw(EditorNode3DGizmo *p_gizmo) {
Ref<TriangleMesh> tm = soft_body->get_mesh()->generate_triangle_mesh();
Vector<Vector3> points;
soft_body->get_mesh()->generate_debug_mesh_indices(points);
for (int i = 0; i < soft_body->get_mesh()->get_surface_count(); i++) {
Array arrays = soft_body->get_mesh()->surface_get_arrays(i);
ERR_CONTINUE(arrays.is_empty());
const Vector<Vector3> &vertices = arrays[Mesh::ARRAY_VERTEX];
points.append_array(vertices);
}
Ref<Material> material = get_material("shape_material", p_gizmo);