Expose get_debug_mesh in Shape to scripting API
Can be useful for custom drawing of physics shapes without having to add
a collision object node to the tree.
(cherry picked from commit 0ba5001fb6
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@ -10,6 +10,13 @@
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<link>https://docs.godotengine.org/en/3.3/tutorials/physics/physics_introduction.html</link>
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</tutorials>
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<methods>
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<method name="get_debug_mesh">
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<return type="ArrayMesh">
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</return>
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<description>
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Returns the [ArrayMesh] used to draw the debug collision for this [Shape].
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</description>
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</method>
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</methods>
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<members>
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<member name="margin" type="float" setter="set_margin" getter="get_margin" default="0.04">
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@ -106,6 +106,8 @@ void Shape::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_margin", "margin"), &Shape::set_margin);
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ClassDB::bind_method(D_METHOD("get_margin"), &Shape::get_margin);
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ClassDB::bind_method(D_METHOD("get_debug_mesh"), &Shape::get_debug_mesh);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "margin", PROPERTY_HINT_RANGE, "0.001,10,0.001"), "set_margin", "get_margin");
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}
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