clean up for Zylann

This commit is contained in:
Nathan 2020-05-07 17:33:16 -07:00
parent 6b43c9a187
commit a17ab8bbe7

View File

@ -1006,7 +1006,6 @@ void VoxelTerrain::_process() {
Ref<ArrayMesh> mesh;
mesh.instance();
// TODO Allow multiple collision surfaces
Vector<Array> collidable_surfaces; //need to put both blocky and smooth surfaces into one list
int surface_index = 0;
@ -1018,13 +1017,13 @@ void VoxelTerrain::_process() {
continue;
}
collidable_surfaces.push_back(data.blocky_surfaces.surfaces[i]);
CRASH_COND(surface.size() != Mesh::ARRAY_MAX);
if (!is_surface_triangulated(surface)) {
continue;
}
collidable_surfaces.push_back(surface);
mesh->add_surface_from_arrays(data.blocky_surfaces.primitive_type, surface, Array(), data.blocky_surfaces.compression_flags);
mesh->surface_set_material(surface_index, _materials[i]);
++surface_index;
@ -1037,13 +1036,13 @@ void VoxelTerrain::_process() {
continue;
}
collidable_surfaces.push_back(data.smooth_surfaces.surfaces[i]);
CRASH_COND(surface.size() != Mesh::ARRAY_MAX);
if (!is_surface_triangulated(surface)) {
continue;
}
collidable_surfaces.push_back(surface);
mesh->add_surface_from_arrays(data.smooth_surfaces.primitive_type, surface, Array(), data.smooth_surfaces.compression_flags);
mesh->surface_set_material(surface_index, _materials[i]);
++surface_index;