// If model has a collider mesh set, add it to the container
if(modelNode.HasColliderMesh())
{
- RegisterColliderMesh(modelNode, modelNode.GetColliderMesh());
+ RegisterColliderMesh(modelNode);
Scene3D::ColliderMeshProcessor::Get().ColliderMeshChanged(Scene3D::Model::DownCast(Self()));
}
}
}
-void Model::RegisterColliderMesh(Scene3D::ModelNode& modelNode, const Dali::Scene3D::Algorithm::ColliderMesh& mesh)
+void Model::RegisterColliderMesh(Scene3D::ModelNode& modelNode)
{
mColliderMeshes[modelNode.GetProperty<int>(Actor::Property::ID)] = modelNode;
* @brief Registers child node with collidier mesh
*
* @param[in] node ModelNode to register
- * @param[in] mesh Collider mesh to associate with model node
*/
- void RegisterColliderMesh(Scene3D::ModelNode& node, const Dali::Scene3D::Algorithm::ColliderMesh& mesh);
+ void RegisterColliderMesh(Scene3D::ModelNode& node);
/**
* @brief Removes node/collider mesh from the register
mParentModel->RemoveColliderMesh(handle);
}
+ // If collider mesh is to be set then register it with the parent model.
+ // If nullptr, ignore.
if(colliderMesh)
{
- mParentModel->RegisterColliderMesh(handle, *colliderMesh);
+ mParentModel->RegisterColliderMesh(handle);
}
}