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Fix move_and_slide
forcing synchronization with physics thread
Co-authored-by: Ricardo Buring <ricardo.buring@gmail.com>
This commit is contained in:
@@ -232,6 +232,12 @@
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<member name="center_of_mass_local" type="Vector2" setter="" getter="get_center_of_mass_local">
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The body's center of mass position in the body's local coordinate system.
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</member>
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<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer">
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The body's collision layer.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
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The body's collision mask.
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</member>
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<member name="inverse_inertia" type="float" setter="" getter="get_inverse_inertia">
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The inverse of the inertia of the body.
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</member>
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@@ -94,6 +94,16 @@
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Implement to override the behavior of [member PhysicsDirectBodyState2D.center_of_mass_local] and its respective getter.
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</description>
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</method>
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<method name="_get_collision_layer" qualifiers="virtual required const">
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<return type="int" />
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<description>
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</description>
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</method>
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<method name="_get_collision_mask" qualifiers="virtual required const">
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<return type="int" />
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<description>
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</description>
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</method>
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<method name="_get_constant_force" qualifiers="virtual required const">
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<return type="Vector2" />
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<description>
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@@ -269,6 +279,18 @@
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Implement to override the behavior of [member PhysicsDirectBodyState2D.angular_velocity] and its respective setter.
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</description>
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</method>
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<method name="_set_collision_layer" qualifiers="virtual required">
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<return type="void" />
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<param index="0" name="layer" type="int" />
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<description>
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</description>
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</method>
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<method name="_set_collision_mask" qualifiers="virtual required">
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<return type="void" />
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<param index="0" name="mask" type="int" />
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<description>
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</description>
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</method>
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<method name="_set_constant_force" qualifiers="virtual required">
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<return type="void" />
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<param index="0" name="force" type="Vector2" />
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@@ -232,6 +232,12 @@
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<member name="center_of_mass_local" type="Vector3" setter="" getter="get_center_of_mass_local">
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The body's center of mass position in the body's local coordinate system.
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</member>
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<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer">
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The body's collision layer.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask">
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The body's collision mask.
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</member>
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<member name="inverse_inertia" type="Vector3" setter="" getter="get_inverse_inertia">
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The inverse of the inertia of the body.
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</member>
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@@ -82,6 +82,16 @@
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<description>
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</description>
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</method>
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<method name="_get_collision_layer" qualifiers="virtual required const">
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<return type="int" />
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<description>
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</description>
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</method>
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<method name="_get_collision_mask" qualifiers="virtual required const">
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<return type="int" />
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<description>
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</description>
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</method>
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<method name="_get_constant_force" qualifiers="virtual required const">
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<return type="Vector3" />
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<description>
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@@ -240,6 +250,18 @@
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<description>
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</description>
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</method>
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<method name="_set_collision_layer" qualifiers="virtual required">
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<return type="void" />
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<param index="0" name="layer" type="int" />
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<description>
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</description>
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</method>
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<method name="_set_collision_mask" qualifiers="virtual required">
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<return type="void" />
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<param index="0" name="mask" type="int" />
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<description>
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</description>
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</method>
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<method name="_set_constant_force" qualifiers="virtual required">
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<return type="void" />
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<param index="0" name="force" type="Vector3" />
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@@ -166,6 +166,22 @@ bool GodotPhysicsDirectBodyState2D::is_sleeping() const {
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return !body->is_active();
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}
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void GodotPhysicsDirectBodyState2D::set_collision_layer(uint32_t p_layer) {
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body->set_collision_layer(p_layer);
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}
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uint32_t GodotPhysicsDirectBodyState2D::get_collision_layer() const {
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return body->get_collision_layer();
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}
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void GodotPhysicsDirectBodyState2D::set_collision_mask(uint32_t p_mask) {
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body->set_collision_mask(p_mask);
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}
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uint32_t GodotPhysicsDirectBodyState2D::get_collision_mask() const {
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return body->get_collision_mask();
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}
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int GodotPhysicsDirectBodyState2D::get_contact_count() const {
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return body->contact_count;
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}
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@@ -81,6 +81,12 @@ public:
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virtual void set_sleep_state(bool p_enable) override;
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virtual bool is_sleeping() const override;
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virtual void set_collision_layer(uint32_t p_layer) override;
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virtual uint32_t get_collision_layer() const override;
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virtual void set_collision_mask(uint32_t p_mask) override;
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virtual uint32_t get_collision_mask() const override;
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virtual int get_contact_count() const override;
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virtual Vector2 get_contact_local_position(int p_contact_idx) const override;
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@@ -174,6 +174,22 @@ bool GodotPhysicsDirectBodyState3D::is_sleeping() const {
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return !body->is_active();
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}
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void GodotPhysicsDirectBodyState3D::set_collision_layer(uint32_t p_layer) {
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body->set_collision_layer(p_layer);
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}
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uint32_t GodotPhysicsDirectBodyState3D::get_collision_layer() const {
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return body->get_collision_layer();
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}
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void GodotPhysicsDirectBodyState3D::set_collision_mask(uint32_t p_mask) {
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body->set_collision_mask(p_mask);
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}
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uint32_t GodotPhysicsDirectBodyState3D::get_collision_mask() const {
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return body->get_collision_mask();
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}
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int GodotPhysicsDirectBodyState3D::get_contact_count() const {
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return body->contact_count;
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}
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@@ -84,6 +84,12 @@ public:
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virtual void set_sleep_state(bool p_sleep) override;
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virtual bool is_sleeping() const override;
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virtual void set_collision_layer(uint32_t p_layer) override;
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virtual uint32_t get_collision_layer() const override;
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virtual void set_collision_mask(uint32_t p_mask) override;
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virtual uint32_t get_collision_mask() const override;
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virtual int get_contact_count() const override;
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virtual Vector3 get_contact_local_position(int p_contact_idx) const override;
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@@ -162,6 +162,22 @@ void JoltPhysicsDirectBodyState3D::set_sleep_state(bool p_enabled) {
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body->set_is_sleeping(p_enabled);
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}
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void JoltPhysicsDirectBodyState3D::set_collision_layer(uint32_t p_layer) {
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body->set_collision_layer(p_layer);
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}
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uint32_t JoltPhysicsDirectBodyState3D::get_collision_layer() const {
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return body->get_collision_layer();
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}
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void JoltPhysicsDirectBodyState3D::set_collision_mask(uint32_t p_mask) {
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body->set_collision_mask(p_mask);
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}
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uint32_t JoltPhysicsDirectBodyState3D::get_collision_mask() const {
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return body->get_collision_mask();
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}
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int JoltPhysicsDirectBodyState3D::get_contact_count() const {
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return body->get_contact_count();
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}
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@@ -90,6 +90,12 @@ public:
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virtual void set_sleep_state(bool p_enabled) override;
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virtual bool is_sleeping() const override;
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virtual void set_collision_layer(uint32_t p_layer) override;
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virtual uint32_t get_collision_layer() const override;
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virtual void set_collision_mask(uint32_t p_mask) override;
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virtual uint32_t get_collision_mask() const override;
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virtual int get_contact_count() const override;
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virtual Vector3 get_contact_local_position(int p_contact_idx) const override;
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@@ -30,6 +30,10 @@
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#include "character_body_2d.h"
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#ifndef DISABLE_DEPRECATED
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#include "servers/extensions/physics_server_2d_extension.h"
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#endif
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// So, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
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#define FLOOR_ANGLE_THRESHOLD 0.01
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@@ -416,10 +420,25 @@ void CharacterBody2D::_set_collision_direction(const PhysicsServer2D::MotionResu
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}
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void CharacterBody2D::_set_platform_data(const PhysicsServer2D::MotionResult &p_result) {
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PhysicsDirectBodyState2D *bs = PhysicsServer2D::get_singleton()->body_get_direct_state(p_result.collider);
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if (bs == nullptr) {
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return;
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}
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platform_rid = p_result.collider;
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platform_object_id = p_result.collider_id;
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platform_velocity = p_result.collider_velocity;
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platform_layer = PhysicsServer2D::get_singleton()->body_get_collision_layer(platform_rid);
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#ifndef DISABLE_DEPRECATED
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// Try to accommodate for any physics extensions that have yet to implement `PhysicsDirectBodyState2D::get_collision_layer`.
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PhysicsDirectBodyState2DExtension *bs_ext = Object::cast_to<PhysicsDirectBodyState2DExtension>(bs);
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if (bs_ext != nullptr && !GDVIRTUAL_IS_OVERRIDDEN_PTR(bs_ext, _get_collision_layer)) {
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platform_layer = PhysicsServer2D::get_singleton()->body_get_collision_layer(p_result.collider);
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} else
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#endif
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{
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platform_layer = bs->get_collision_layer();
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}
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}
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const Vector2 &CharacterBody2D::get_velocity() const {
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@@ -30,6 +30,10 @@
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#include "character_body_3d.h"
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#ifndef DISABLE_DEPRECATED
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#include "servers/extensions/physics_server_3d_extension.h"
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#endif
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//so, if you pass 45 as limit, avoid numerical precision errors when angle is 45.
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#define FLOOR_ANGLE_THRESHOLD 0.01
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@@ -607,11 +611,26 @@ void CharacterBody3D::_set_collision_direction(const PhysicsServer3D::MotionResu
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}
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void CharacterBody3D::_set_platform_data(const PhysicsServer3D::MotionCollision &p_collision) {
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PhysicsDirectBodyState3D *bs = PhysicsServer3D::get_singleton()->body_get_direct_state(p_collision.collider);
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if (bs == nullptr) {
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return;
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}
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platform_rid = p_collision.collider;
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platform_object_id = p_collision.collider_id;
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platform_velocity = p_collision.collider_velocity;
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platform_angular_velocity = p_collision.collider_angular_velocity;
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platform_layer = PhysicsServer3D::get_singleton()->body_get_collision_layer(platform_rid);
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#ifndef DISABLE_DEPRECATED
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// Try to accommodate for any physics extensions that have yet to implement `PhysicsDirectBodyState3D::get_collision_layer`.
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PhysicsDirectBodyState3DExtension *bs_ext = Object::cast_to<PhysicsDirectBodyState3DExtension>(bs);
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if (bs_ext != nullptr && !GDVIRTUAL_IS_OVERRIDDEN_PTR(bs_ext, _get_collision_layer)) {
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platform_layer = PhysicsServer3D::get_singleton()->body_get_collision_layer(p_collision.collider);
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} else
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#endif
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{
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platform_layer = bs->get_collision_layer();
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}
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}
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void CharacterBody3D::set_safe_margin(real_t p_margin) {
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@@ -92,6 +92,12 @@ void PhysicsDirectBodyState2DExtension::_bind_methods() {
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GDVIRTUAL_BIND(_set_sleep_state, "enabled");
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GDVIRTUAL_BIND(_is_sleeping);
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GDVIRTUAL_BIND(_set_collision_layer, "layer");
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GDVIRTUAL_BIND(_get_collision_layer);
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GDVIRTUAL_BIND(_set_collision_mask, "mask");
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GDVIRTUAL_BIND(_get_collision_mask);
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GDVIRTUAL_BIND(_get_contact_count);
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GDVIRTUAL_BIND(_get_contact_local_position, "contact_idx");
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@@ -86,6 +86,12 @@ public:
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EXBIND1(set_sleep_state, bool)
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EXBIND0RC(bool, is_sleeping)
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EXBIND1(set_collision_layer, uint32_t);
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EXBIND0RC(uint32_t, get_collision_layer);
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EXBIND1(set_collision_mask, uint32_t);
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EXBIND0RC(uint32_t, get_collision_mask);
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EXBIND0RC(int, get_contact_count)
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EXBIND1RC(Vector2, get_contact_local_position, int)
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@@ -96,6 +96,12 @@ void PhysicsDirectBodyState3DExtension::_bind_methods() {
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GDVIRTUAL_BIND(_set_sleep_state, "enabled");
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GDVIRTUAL_BIND(_is_sleeping);
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GDVIRTUAL_BIND(_set_collision_layer, "layer");
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GDVIRTUAL_BIND(_get_collision_layer);
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GDVIRTUAL_BIND(_set_collision_mask, "mask");
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GDVIRTUAL_BIND(_get_collision_mask);
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GDVIRTUAL_BIND(_get_contact_count);
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GDVIRTUAL_BIND(_get_contact_local_position, "contact_idx");
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@@ -88,6 +88,12 @@ public:
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EXBIND1(set_sleep_state, bool)
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EXBIND0RC(bool, is_sleeping)
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EXBIND1(set_collision_layer, uint32_t);
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EXBIND0RC(uint32_t, get_collision_layer);
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EXBIND1(set_collision_mask, uint32_t);
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EXBIND0RC(uint32_t, get_collision_mask);
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EXBIND0RC(int, get_contact_count)
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EXBIND1RC(Vector3, get_contact_local_position, int)
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@@ -114,6 +114,12 @@ void PhysicsDirectBodyState2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_sleep_state", "enabled"), &PhysicsDirectBodyState2D::set_sleep_state);
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ClassDB::bind_method(D_METHOD("is_sleeping"), &PhysicsDirectBodyState2D::is_sleeping);
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ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &PhysicsDirectBodyState2D::set_collision_layer);
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ClassDB::bind_method(D_METHOD("get_collision_layer"), &PhysicsDirectBodyState2D::get_collision_layer);
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ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &PhysicsDirectBodyState2D::set_collision_mask);
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ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsDirectBodyState2D::get_collision_mask);
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ClassDB::bind_method(D_METHOD("get_contact_count"), &PhysicsDirectBodyState2D::get_contact_count);
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ClassDB::bind_method(D_METHOD("get_contact_local_position", "contact_idx"), &PhysicsDirectBodyState2D::get_contact_local_position);
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@@ -142,6 +148,8 @@ void PhysicsDirectBodyState2D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleep_state", "is_sleeping");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer"), "set_collision_layer", "get_collision_layer");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask"), "set_collision_mask", "get_collision_mask");
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ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "transform"), "set_transform", "get_transform");
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}
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@@ -88,6 +88,12 @@ public:
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virtual void set_sleep_state(bool p_enable) = 0;
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virtual bool is_sleeping() const = 0;
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virtual void set_collision_layer(uint32_t p_layer) = 0;
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virtual uint32_t get_collision_layer() const = 0;
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virtual void set_collision_mask(uint32_t p_mask) = 0;
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virtual uint32_t get_collision_mask() const = 0;
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virtual int get_contact_count() const = 0;
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virtual Vector2 get_contact_local_position(int p_contact_idx) const = 0;
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@@ -79,6 +79,12 @@ public:
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virtual void set_sleep_state(bool p_enable) override {}
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virtual bool is_sleeping() const override { return false; }
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virtual void set_collision_layer(uint32_t p_layer) override {}
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virtual uint32_t get_collision_layer() const override { return 0; }
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virtual void set_collision_mask(uint32_t p_mask) override {}
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virtual uint32_t get_collision_mask() const override { return 0; }
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virtual int get_contact_count() const override { return 0; }
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virtual Vector2 get_contact_local_position(int p_contact_idx) const override { return Vector2(); }
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@@ -138,6 +138,12 @@ void PhysicsDirectBodyState3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_sleep_state", "enabled"), &PhysicsDirectBodyState3D::set_sleep_state);
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ClassDB::bind_method(D_METHOD("is_sleeping"), &PhysicsDirectBodyState3D::is_sleeping);
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ClassDB::bind_method(D_METHOD("set_collision_layer", "layer"), &PhysicsDirectBodyState3D::set_collision_layer);
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ClassDB::bind_method(D_METHOD("get_collision_layer"), &PhysicsDirectBodyState3D::get_collision_layer);
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ClassDB::bind_method(D_METHOD("set_collision_mask", "mask"), &PhysicsDirectBodyState3D::set_collision_mask);
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ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsDirectBodyState3D::get_collision_mask);
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ClassDB::bind_method(D_METHOD("get_contact_count"), &PhysicsDirectBodyState3D::get_contact_count);
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||||
ClassDB::bind_method(D_METHOD("get_contact_local_position", "contact_idx"), &PhysicsDirectBodyState3D::get_contact_local_position);
|
||||
@@ -168,6 +174,8 @@ void PhysicsDirectBodyState3D::_bind_methods() {
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleep_state", "is_sleeping");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer"), "set_collision_layer", "get_collision_layer");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask"), "set_collision_mask", "get_collision_mask");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "transform"), "set_transform", "get_transform");
|
||||
}
|
||||
|
||||
|
@@ -91,6 +91,12 @@ public:
|
||||
virtual void set_sleep_state(bool p_sleep) = 0;
|
||||
virtual bool is_sleeping() const = 0;
|
||||
|
||||
virtual void set_collision_layer(uint32_t p_layer) = 0;
|
||||
virtual uint32_t get_collision_layer() const = 0;
|
||||
|
||||
virtual void set_collision_mask(uint32_t p_mask) = 0;
|
||||
virtual uint32_t get_collision_mask() const = 0;
|
||||
|
||||
virtual int get_contact_count() const = 0;
|
||||
|
||||
virtual Vector3 get_contact_local_position(int p_contact_idx) const = 0;
|
||||
|
@@ -81,6 +81,12 @@ public:
|
||||
virtual void set_sleep_state(bool p_sleep) override {}
|
||||
virtual bool is_sleeping() const override { return false; }
|
||||
|
||||
virtual void set_collision_layer(uint32_t p_layer) override {}
|
||||
virtual uint32_t get_collision_layer() const override { return 0; }
|
||||
|
||||
virtual void set_collision_mask(uint32_t p_mask) override {}
|
||||
virtual uint32_t get_collision_mask() const override { return 0; }
|
||||
|
||||
virtual int get_contact_count() const override { return 0; }
|
||||
|
||||
virtual Vector3 get_contact_local_position(int p_contact_idx) const override { return Vector3(); }
|
||||
|
Reference in New Issue
Block a user