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authorreduz <reduzio@gmail.com>2021-04-27 12:43:49 -0300
committerreduz <reduzio@gmail.com>2021-04-30 17:38:02 -0300
commit90056460ad8e22d9166523dcb2defebb0581f95c (patch)
treed4cb11cbd03dc5b401f41627217b5d82cf06d195 /scene/resources/mesh.cpp
parent0ad03ba052dd3b7bea558a3a76c7ff5c46bf681a (diff)
downloadredot-engine-90056460ad8e22d9166523dcb2defebb0581f95c.tar.gz
Implement Particle Trails
-Enable the trails and set the length in seconds -Provide a mesh with a skeleton and a skin -Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh -Works deterministically -Fixed particle collisions (were broken) -Not working in 2D yet (that will happen next)
Diffstat (limited to 'scene/resources/mesh.cpp')
-rw-r--r--scene/resources/mesh.cpp7
1 files changed, 7 insertions, 0 deletions
diff --git a/scene/resources/mesh.cpp b/scene/resources/mesh.cpp
index f8e1ce6a61..d31dbc877b 100644
--- a/scene/resources/mesh.cpp
+++ b/scene/resources/mesh.cpp
@@ -579,6 +579,13 @@ Vector<Ref<Shape3D>> Mesh::convex_decompose() const {
return ret;
}
+int Mesh::get_builtin_bind_pose_count() const {
+ return 0;
+}
+Transform Mesh::get_builtin_bind_pose(int p_index) const {
+ return Transform();
+}
+
Mesh::Mesh() {
}