Fixed map collider generation

I didn't realize the bodies were generated in the same method that generates the mesh triangles, TODO consider splitting that
This commit is contained in:
juanjp600
2017-06-21 18:45:06 -03:00
parent 7ab01b8237
commit 6b65e94d41
2 changed files with 5 additions and 3 deletions
@@ -350,6 +350,7 @@ namespace Barotrauma
public static List<Body> GeneratePolygons(List<VoronoiCell> cells, out List<VertexPositionTexture> verticeList, bool setSolid=true) public static List<Body> GeneratePolygons(List<VoronoiCell> cells, out List<VertexPositionTexture> verticeList, bool setSolid=true)
{ {
//TODO: consider separating body generation from render triangle generation
verticeList = new List<VertexPositionTexture>(); verticeList = new List<VertexPositionTexture>();
var bodies = new List<Body>(); var bodies = new List<Body>();
+2 -1
View File
@@ -440,10 +440,11 @@ namespace Barotrauma
List<VoronoiCell> cellsWithBody = new List<VoronoiCell>(cells); List<VoronoiCell> cellsWithBody = new List<VoronoiCell>(cells);
#if CLIENT
List<VertexPositionTexture> bodyVertices; List<VertexPositionTexture> bodyVertices;
bodies = CaveGenerator.GeneratePolygons(cellsWithBody, out bodyVertices); bodies = CaveGenerator.GeneratePolygons(cellsWithBody, out bodyVertices);
#if CLIENT
renderer.SetBodyVertices(bodyVertices.ToArray()); renderer.SetBodyVertices(bodyVertices.ToArray());
renderer.SetWallVertices(CaveGenerator.GenerateWallShapes(cells)); renderer.SetWallVertices(CaveGenerator.GenerateWallShapes(cells));