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authorPouleyKetchoupp <pouleyketchoup@gmail.com>2021-08-10 11:48:19 -0700
committerPouleyKetchoupp <pouleyketchoup@gmail.com>2021-08-10 12:10:26 -0700
commit4da3a87f7d31dda644f6bd6dc300bd6e4f7eef79 (patch)
tree0aa27d537ef58d6da5ac9dc65267a8fc992e5d15 /servers/physics_3d/shape_3d_sw.cpp
parentac1dab5062ff3f56b51ce6585e79af66b1f8c559 (diff)
Remove infinite inertia and ray shapes from CharacterBody
Infinite inertia: Not needed anymore, since it's now possible to set one-directional collision layers in order for characters to ignore rigid bodies, while rigid bodies still collide with characters. Ray shapes: They were introduced as a work around to allow constant speed on slopes, which is now possible with the new property in CharacterBody instead.
Diffstat (limited to 'servers/physics_3d/shape_3d_sw.cpp')
-rw-r--r--servers/physics_3d/shape_3d_sw.cpp85
1 files changed, 0 insertions, 85 deletions
diff --git a/servers/physics_3d/shape_3d_sw.cpp b/servers/physics_3d/shape_3d_sw.cpp
index 5b3721861e..526a098a05 100644
--- a/servers/physics_3d/shape_3d_sw.cpp
+++ b/servers/physics_3d/shape_3d_sw.cpp
@@ -164,91 +164,6 @@ Variant PlaneShape3DSW::get_data() const {
PlaneShape3DSW::PlaneShape3DSW() {
}
-//
-
-real_t RayShape3DSW::get_length() const {
- return length;
-}
-
-bool RayShape3DSW::get_slips_on_slope() const {
- return slips_on_slope;
-}
-
-void RayShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
- // don't think this will be even used
- r_min = 0;
- r_max = 1;
-}
-
-Vector3 RayShape3DSW::get_support(const Vector3 &p_normal) const {
- if (p_normal.z > 0) {
- return Vector3(0, 0, length);
- } else {
- return Vector3(0, 0, 0);
- }
-}
-
-void RayShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
- if (Math::abs(p_normal.z) < _EDGE_IS_VALID_SUPPORT_THRESHOLD) {
- r_amount = 2;
- r_type = FEATURE_EDGE;
- r_supports[0] = Vector3(0, 0, 0);
- r_supports[1] = Vector3(0, 0, length);
- } else if (p_normal.z > 0) {
- r_amount = 1;
- r_type = FEATURE_POINT;
- *r_supports = Vector3(0, 0, length);
- } else {
- r_amount = 1;
- r_type = FEATURE_POINT;
- *r_supports = Vector3(0, 0, 0);
- }
-}
-
-bool RayShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
- return false; //simply not possible
-}
-
-bool RayShape3DSW::intersect_point(const Vector3 &p_point) const {
- return false; //simply not possible
-}
-
-Vector3 RayShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
- Vector3 s[2] = {
- Vector3(0, 0, 0),
- Vector3(0, 0, length)
- };
-
- return Geometry3D::get_closest_point_to_segment(p_point, s);
-}
-
-Vector3 RayShape3DSW::get_moment_of_inertia(real_t p_mass) const {
- return Vector3();
-}
-
-void RayShape3DSW::_setup(real_t p_length, bool p_slips_on_slope) {
- length = p_length;
- slips_on_slope = p_slips_on_slope;
- configure(AABB(Vector3(0, 0, 0), Vector3(0.1, 0.1, length)));
-}
-
-void RayShape3DSW::set_data(const Variant &p_data) {
- Dictionary d = p_data;
- _setup(d["length"], d["slips_on_slope"]);
-}
-
-Variant RayShape3DSW::get_data() const {
- Dictionary d;
- d["length"] = length;
- d["slips_on_slope"] = slips_on_slope;
- return d;
-}
-
-RayShape3DSW::RayShape3DSW() {
- length = 1;
- slips_on_slope = false;
-}
-
/********** SPHERE *************/
real_t SphereShape3DSW::get_radius() const {