fix NoShadowCaster/Receiver with loaded gltf scenes

This commit is contained in:
yuni 2024-05-07 19:38:19 +02:00
parent dd3fa4f284
commit c363aa41b1

View file

@ -847,14 +847,13 @@ pub fn hide_colliders(mut q_mesh: Query<(&mut Visibility, &Name), (Added<Visibil
pub fn process_mesh(
mut commands: Commands,
mut q_mesh: Query<(Entity, &Name, &Parent), Added<Handle<Mesh>>>,
q_parents: Query<(Option<&Parent>, Option<&actor::Player>)>,
q_parents: Query<(Option<&Parent>, Option<&actor::Player>, Option<&NotShadowCaster>, Option<&NotShadowReceiver>)>,
) {
// Add "PlayerCollider" component to the player's collider mesh entity
for (child_entity, child_name, child_parent) in &mut q_mesh {
if child_name.as_str() == "Collider" {
// get the root parent
let mut get_parent = q_parents.get(child_parent.get());
while let Ok((parent_maybe, _)) = get_parent {
while let Ok((parent_maybe, _, _, _)) = get_parent {
if let Some(parent) = parent_maybe {
get_parent = q_parents.get(parent.get());
} else {
@ -862,11 +861,19 @@ pub fn process_mesh(
}
}
if let Ok((_, player, noshadowcast, noshadowrecv)) = get_parent {
let childcmd = &mut commands.entity(child_entity);
// If the root parent is the player, add PlayerCollider to the collider mesh
if let Ok((_, player)) = get_parent {
if player.is_some() {
commands.entity(child_entity).insert(actor::PlayerCollider);
if player.is_some() && child_name.as_str() == "Collider" {
childcmd.insert(actor::PlayerCollider);
}
if noshadowcast.is_some() {
childcmd.insert(NotShadowCaster);
}
if noshadowrecv.is_some() {
childcmd.insert(NotShadowReceiver);
}
}
}