Fix drawing physics colliders in debug view mode

#2622 #2833
This commit is contained in:
Wojtek Figat
2024-08-21 23:28:44 +02:00
parent 8ff0f9cd52
commit e6745e43ec
3 changed files with 10 additions and 9 deletions

View File

@@ -627,8 +627,8 @@ namespace FlaxEditor.Viewport
}
// Debug draw all actors in prefab and collect actors
var viewFlags = Task.ViewFlags;
var collectActors = (viewFlags & ViewFlags.PhysicsDebug) != 0 || (viewFlags & ViewFlags.LightsDebug) != 0;
var view = Task.View;
var collectActors = (view.Flags & ViewFlags.PhysicsDebug) != 0 || view.Mode == ViewMode.PhysicsColliders || (view.Flags & ViewFlags.LightsDebug) != 0;
_debugDrawActors.Clear();
foreach (var child in SceneGraphRoot.ChildNodes)
{
@@ -641,19 +641,17 @@ namespace FlaxEditor.Viewport
}
// Draw physics debug
if ((viewFlags & ViewFlags.PhysicsDebug) != 0)
if ((view.Flags & ViewFlags.PhysicsDebug) != 0 || view.Mode == ViewMode.PhysicsColliders)
{
foreach (var actor in _debugDrawActors)
{
if (actor is Collider c && c.IsActiveInHierarchy)
{
DebugDraw.DrawColliderDebugPhysics(c, renderContext.View);
}
}
}
// Draw lights debug
if ((viewFlags & ViewFlags.LightsDebug) != 0)
if ((view.Flags & ViewFlags.LightsDebug) != 0)
{
foreach (var actor in _debugDrawActors)
{