Expose get_debug_mesh in Shape3D to scripting API

Can be useful for custom drawing of physics shapes without having to add
a collision object node to the tree.
This commit is contained in:
PouleyKetchoupp 2021-04-29 18:18:39 -07:00
parent 639b02f454
commit 7352a4c0d9
2 changed files with 9 additions and 0 deletions

View File

@ -10,6 +10,13 @@
<link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
</tutorials>
<methods>
<method name="get_debug_mesh">
<return type="ArrayMesh">
</return>
<description>
Returns the [ArrayMesh] used to draw the debug collision for this [Shape3D].
</description>
</method>
</methods>
<members>
<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.04">

View File

@ -102,6 +102,8 @@ void Shape3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_margin", "margin"), &Shape3D::set_margin);
ClassDB::bind_method(D_METHOD("get_margin"), &Shape3D::get_margin);
ClassDB::bind_method(D_METHOD("get_debug_mesh"), &Shape3D::get_debug_mesh);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0.001,10,0.001"), "set_margin", "get_margin");
}