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📝 Walkthrough
WalkthroughAdds optional embedded mesh storage to MeshCollider and ConvexHullMeshCollider; updates RigidBodySystem to prefer embedded mesh, fall back to entity Object::Mesh, and pass the resolved mesh into mesh-shape creation, with clearer warnings when mesh data is missing. Changes
Sequence Diagram(s)sequenceDiagram
participant RigidBodySystem as RigidBodySystem
participant Collider as Collider(Component)
participant Registry as Registry/Object
participant ShapeFactory as ShapeCreator
RigidBodySystem->>Collider: Inspect collider (ConvexHull/MeshCollider)
alt collider has embedded mesh
Collider-->>RigidBodySystem: return embedded Mesh
else no embedded mesh
RigidBodySystem->>Registry: get Object::Mesh component
alt Object::Mesh present
Registry-->>RigidBodySystem: return Mesh
else missing mesh
Registry-->>RigidBodySystem: none (log warning)
RigidBodySystem-->>RigidBodySystem: abort shape creation
end
end
RigidBodySystem->>ShapeFactory: CreateMeshShapeFromMesh(resolved Mesh)
ShapeFactory-->>RigidBodySystem: collision shape
Estimated code review effort🎯 3 (Moderate) | ⏱️ ~20 minutes Possibly related PRs
Suggested labelsenhancement Suggested reviewers
Poem🚥 Pre-merge checks | ✅ 3 ✅ Passed checks (3 passed)
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Not related to any issues.
Allow to create mesh colliders (and convex hull mesh colliders) by passing them a mesh instead of adding it as a component.
For physics this can be useful to create an invisible terrain collider
Sonar wants us to "reduce the complexity" of the function to create a shape but it's useless, splitting into two functions would create spaghetti code
Summary by CodeRabbit
New Features
Improvements
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