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author | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-11-01 18:00:58 -0700 |
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committer | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-11-04 11:44:39 -0700 |
commit | acbd24ea842cb90ab49cd66d5dc7220e57c73f29 (patch) | |
tree | 9ae32f04a7f744f7c58a19a1b9679f49589053cb /scene/main | |
parent | 25bea735449d4e762e3c5f6b960d5f5b9cf79ac1 (diff) |
Use parameter classes instead of arguments for all physics queries
Same as what is already done for shape queries, applied to point and ray
queries. Easier to document and more flexible to add more parameters.
Also expose intersect_point method to script in 3D.
Remove intersect_point_on_canvas in 2D, replaced with a parameter.
Diffstat (limited to 'scene/main')
-rw-r--r-- | scene/main/viewport.cpp | 16 |
1 files changed, 14 insertions, 2 deletions
diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp index cdf1f495e4..31e8c20991 100644 --- a/scene/main/viewport.cpp +++ b/scene/main/viewport.cpp @@ -638,7 +638,13 @@ void Viewport::_process_picking() { Vector2 point = canvas_transform.affine_inverse().xform(pos); - int rc = ss2d->intersect_point_on_canvas(point, canvas_layer_id, res, 64, Set<RID>(), 0xFFFFFFFF, true, true, true); + PhysicsDirectSpaceState2D::PointParameters point_params; + point_params.position = point; + point_params.canvas_instance_id = canvas_layer_id; + point_params.collide_with_areas = true; + point_params.pick_point = true; + + int rc = ss2d->intersect_point(point_params, res, 64); for (int i = 0; i < rc; i++) { if (res[i].collider_id.is_valid() && res[i].collider) { CollisionObject2D *co = Object::cast_to<CollisionObject2D>(res[i].collider); @@ -719,7 +725,13 @@ void Viewport::_process_picking() { PhysicsDirectSpaceState3D *space = PhysicsServer3D::get_singleton()->space_get_direct_state(find_world_3d()->get_space()); if (space) { - bool col = space->intersect_ray(from, from + dir * far, result, Set<RID>(), 0xFFFFFFFF, true, true, true); + PhysicsDirectSpaceState3D::RayParameters ray_params; + ray_params.from = from; + ray_params.to = from + dir * far; + ray_params.collide_with_areas = true; + ray_params.pick_ray = true; + + bool col = space->intersect_ray(ray_params, result); ObjectID new_collider; if (col) { CollisionObject3D *co = Object::cast_to<CollisionObject3D>(result.collider); |