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-rw-r--r--doc/classes/PhysicsDirectSpaceState2D.xml18
-rw-r--r--doc/classes/PhysicsDirectSpaceState3D.xml4
-rw-r--r--doc/classes/PhysicsShapeQueryParameters2D.xml2
-rw-r--r--doc/classes/PhysicsShapeQueryParameters3D.xml2
-rw-r--r--modules/bullet/space_bullet.h12
-rw-r--r--servers/physics_2d/space_2d_sw.h14
-rw-r--r--servers/physics_3d/space_3d_sw.h12
-rw-r--r--servers/physics_server_2d.cpp13
-rw-r--r--servers/physics_server_2d.h24
-rw-r--r--servers/physics_server_3d.cpp9
-rw-r--r--servers/physics_server_3d.h24
11 files changed, 62 insertions, 72 deletions
diff --git a/doc/classes/PhysicsDirectSpaceState2D.xml b/doc/classes/PhysicsDirectSpaceState2D.xml
index e84b3e0e49..64e0fa4050 100644
--- a/doc/classes/PhysicsDirectSpaceState2D.xml
+++ b/doc/classes/PhysicsDirectSpaceState2D.xml
@@ -47,7 +47,7 @@
<argument index="0" name="point" type="Vector2" />
<argument index="1" name="max_results" type="int" default="32" />
<argument index="2" name="exclude" type="Array" default="[]" />
- <argument index="3" name="collision_mask" type="int" default="2147483647" />
+ <argument index="3" name="collision_mask" type="int" default="4294967295" />
<argument index="4" name="collide_with_bodies" type="bool" default="true" />
<argument index="5" name="collide_with_areas" type="bool" default="false" />
<description>
@@ -57,7 +57,7 @@
[code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data].
[code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape.
- Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to detect, or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively.
+ Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to detect (all layers by default), or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively.
[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in [code]Segments[/code] build mode are not solid shapes. Therefore, they will not be detected.
</description>
</method>
@@ -67,10 +67,18 @@
<argument index="1" name="canvas_instance_id" type="int" />
<argument index="2" name="max_results" type="int" default="32" />
<argument index="3" name="exclude" type="Array" default="[]" />
- <argument index="4" name="collision_mask" type="int" default="2147483647" />
+ <argument index="4" name="collision_mask" type="int" default="4294967295" />
<argument index="5" name="collide_with_bodies" type="bool" default="true" />
<argument index="6" name="collide_with_areas" type="bool" default="false" />
<description>
+ Checks whether a point is inside any solid shape, in a specific canvas layer given by [code]canvas_instance_id[/code]. The shapes the point is inside of are returned in an array containing dictionaries with the following fields:
+ [code]collider[/code]: The colliding object.
+ [code]collider_id[/code]: The colliding object's ID.
+ [code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data].
+ [code]rid[/code]: The intersecting object's [RID].
+ [code]shape[/code]: The shape index of the colliding shape.
+ Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to detect (all layers by default), or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively.
+ [b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in [code]Segments[/code] build mode are not solid shapes. Therefore, they will not be detected.
</description>
</method>
<method name="intersect_ray">
@@ -78,7 +86,7 @@
<argument index="0" name="from" type="Vector2" />
<argument index="1" name="to" type="Vector2" />
<argument index="2" name="exclude" type="Array" default="[]" />
- <argument index="3" name="collision_mask" type="int" default="2147483647" />
+ <argument index="3" name="collision_mask" type="int" default="4294967295" />
<argument index="4" name="collide_with_bodies" type="bool" default="true" />
<argument index="5" name="collide_with_areas" type="bool" default="false" />
<description>
@@ -91,7 +99,7 @@
[code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape.
If the ray did not intersect anything, then an empty dictionary is returned instead.
- Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to detect, or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively.
+ Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to detect (all layers by default), or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively.
</description>
</method>
<method name="intersect_shape">
diff --git a/doc/classes/PhysicsDirectSpaceState3D.xml b/doc/classes/PhysicsDirectSpaceState3D.xml
index 13db50a2c7..360d6e8e92 100644
--- a/doc/classes/PhysicsDirectSpaceState3D.xml
+++ b/doc/classes/PhysicsDirectSpaceState3D.xml
@@ -47,7 +47,7 @@
<argument index="0" name="from" type="Vector3" />
<argument index="1" name="to" type="Vector3" />
<argument index="2" name="exclude" type="Array" default="[]" />
- <argument index="3" name="collision_mask" type="int" default="2147483647" />
+ <argument index="3" name="collision_mask" type="int" default="4294967295" />
<argument index="4" name="collide_with_bodies" type="bool" default="true" />
<argument index="5" name="collide_with_areas" type="bool" default="false" />
<description>
@@ -59,7 +59,7 @@
[code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape.
If the ray did not intersect anything, then an empty dictionary is returned instead.
- Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to detect, or booleans to determine if the ray should collide with [PhysicsBody3D]s or [Area3D]s, respectively.
+ Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to detect (all layers by default), or booleans to determine if the ray should collide with [PhysicsBody3D]s or [Area3D]s, respectively.
</description>
</method>
<method name="intersect_shape">
diff --git a/doc/classes/PhysicsShapeQueryParameters2D.xml b/doc/classes/PhysicsShapeQueryParameters2D.xml
index 8b006c68e7..b54de15d15 100644
--- a/doc/classes/PhysicsShapeQueryParameters2D.xml
+++ b/doc/classes/PhysicsShapeQueryParameters2D.xml
@@ -17,7 +17,7 @@
<member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true">
If [code]true[/code], the query will take [PhysicsBody2D]s into account.
</member>
- <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="2147483647">
+ <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295">
The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]">
diff --git a/doc/classes/PhysicsShapeQueryParameters3D.xml b/doc/classes/PhysicsShapeQueryParameters3D.xml
index de9b623591..f74d1b5e48 100644
--- a/doc/classes/PhysicsShapeQueryParameters3D.xml
+++ b/doc/classes/PhysicsShapeQueryParameters3D.xml
@@ -17,7 +17,7 @@
<member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true">
If [code]true[/code], the query will take [PhysicsBody3D]s into account.
</member>
- <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="2147483647">
+ <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295">
The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]">
diff --git a/modules/bullet/space_bullet.h b/modules/bullet/space_bullet.h
index 2070e0e633..cf8549030d 100644
--- a/modules/bullet/space_bullet.h
+++ b/modules/bullet/space_bullet.h
@@ -76,13 +76,13 @@ private:
public:
BulletPhysicsDirectSpaceState(SpaceBullet *p_space);
- virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_ray = false) override;
- virtual int intersect_shape(const RID &p_shape, const Transform3D &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual bool cast_motion(const RID &p_shape, const Transform3D &p_xform, const Vector3 &p_motion, real_t p_margin, real_t &r_closest_safe, real_t &r_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, ShapeRestInfo *r_info = nullptr) override;
+ virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_ray = false) override;
+ virtual int intersect_shape(const RID &p_shape, const Transform3D &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ virtual bool cast_motion(const RID &p_shape, const Transform3D &p_xform, const Vector3 &p_motion, real_t p_margin, real_t &r_closest_safe, real_t &r_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, ShapeRestInfo *r_info = nullptr) override;
/// Returns the list of contacts pairs in this order: Local contact, other body contact
- virtual bool collide_shape(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual bool rest_info(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ virtual bool collide_shape(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ virtual bool rest_info(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const override;
};
diff --git a/servers/physics_2d/space_2d_sw.h b/servers/physics_2d/space_2d_sw.h
index 392df9b025..d5806d4ba0 100644
--- a/servers/physics_2d/space_2d_sw.h
+++ b/servers/physics_2d/space_2d_sw.h
@@ -49,13 +49,13 @@ class PhysicsDirectSpaceState2DSW : public PhysicsDirectSpaceState2D {
public:
Space2DSW *space;
- virtual int intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) override;
- virtual int intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_instance_id, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) override;
- virtual bool intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual int intersect_shape(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual bool cast_motion(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual bool collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual bool rest_info(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ virtual int intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) override;
+ virtual int intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_instance_id, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) override;
+ virtual bool intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ virtual int intersect_shape(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ virtual bool cast_motion(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ virtual bool collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ virtual bool rest_info(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
PhysicsDirectSpaceState2DSW();
};
diff --git a/servers/physics_3d/space_3d_sw.h b/servers/physics_3d/space_3d_sw.h
index 1c3d1cf9f6..b5a587c904 100644
--- a/servers/physics_3d/space_3d_sw.h
+++ b/servers/physics_3d/space_3d_sw.h
@@ -48,12 +48,12 @@ class PhysicsDirectSpaceState3DSW : public PhysicsDirectSpaceState3D {
public:
Space3DSW *space;
- virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_ray = false) override;
- virtual int intersect_shape(const RID &p_shape, const Transform3D &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual bool cast_motion(const RID &p_shape, const Transform3D &p_xform, const Vector3 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, ShapeRestInfo *r_info = nullptr) override;
- virtual bool collide_shape(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- virtual bool rest_info(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_ray = false) override;
+ virtual int intersect_shape(const RID &p_shape, const Transform3D &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ virtual bool cast_motion(const RID &p_shape, const Transform3D &p_xform, const Vector3 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, ShapeRestInfo *r_info = nullptr) override;
+ virtual bool collide_shape(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ virtual bool rest_info(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const override;
PhysicsDirectSpaceState3DSW();
diff --git a/servers/physics_server_2d.cpp b/servers/physics_server_2d.cpp
index 4660b83f4d..b11bc27daa 100644
--- a/servers/physics_server_2d.cpp
+++ b/servers/physics_server_2d.cpp
@@ -257,13 +257,6 @@ void PhysicsShapeQueryParameters2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled");
}
-PhysicsShapeQueryParameters2D::PhysicsShapeQueryParameters2D() {
- margin = 0;
- collision_mask = 0x7FFFFFFF;
- collide_with_bodies = true;
- collide_with_areas = false;
-}
-
Dictionary PhysicsDirectSpaceState2D::_intersect_ray(const Vector2 &p_from, const Vector2 &p_to, const Vector<RID> &p_exclude, uint32_t p_layers, bool p_collide_with_bodies, bool p_collide_with_areas) {
RayResult inters;
Set<RID> exclude;
@@ -411,9 +404,9 @@ PhysicsDirectSpaceState2D::PhysicsDirectSpaceState2D() {
}
void PhysicsDirectSpaceState2D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("intersect_point", "point", "max_results", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState2D::_intersect_point, DEFVAL(32), DEFVAL(Array()), DEFVAL(0x7FFFFFFF), DEFVAL(true), DEFVAL(false));
- ClassDB::bind_method(D_METHOD("intersect_point_on_canvas", "point", "canvas_instance_id", "max_results", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState2D::_intersect_point_on_canvas, DEFVAL(32), DEFVAL(Array()), DEFVAL(0x7FFFFFFF), DEFVAL(true), DEFVAL(false));
- ClassDB::bind_method(D_METHOD("intersect_ray", "from", "to", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState2D::_intersect_ray, DEFVAL(Array()), DEFVAL(0x7FFFFFFF), DEFVAL(true), DEFVAL(false));
+ ClassDB::bind_method(D_METHOD("intersect_point", "point", "max_results", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState2D::_intersect_point, DEFVAL(32), DEFVAL(Array()), DEFVAL(UINT32_MAX), DEFVAL(true), DEFVAL(false));
+ ClassDB::bind_method(D_METHOD("intersect_point_on_canvas", "point", "canvas_instance_id", "max_results", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState2D::_intersect_point_on_canvas, DEFVAL(32), DEFVAL(Array()), DEFVAL(UINT32_MAX), DEFVAL(true), DEFVAL(false));
+ ClassDB::bind_method(D_METHOD("intersect_ray", "from", "to", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState2D::_intersect_ray, DEFVAL(Array()), DEFVAL(UINT32_MAX), DEFVAL(true), DEFVAL(false));
ClassDB::bind_method(D_METHOD("intersect_shape", "shape", "max_results"), &PhysicsDirectSpaceState2D::_intersect_shape, DEFVAL(32));
ClassDB::bind_method(D_METHOD("cast_motion", "shape"), &PhysicsDirectSpaceState2D::_cast_motion);
ClassDB::bind_method(D_METHOD("collide_shape", "shape", "max_results"), &PhysicsDirectSpaceState2D::_collide_shape, DEFVAL(32));
diff --git a/servers/physics_server_2d.h b/servers/physics_server_2d.h
index 9afac0cbd1..a7a73e205a 100644
--- a/servers/physics_server_2d.h
+++ b/servers/physics_server_2d.h
@@ -103,12 +103,12 @@ class PhysicsShapeQueryParameters2D : public RefCounted {
RID shape;
Transform2D transform;
Vector2 motion;
- real_t margin;
+ real_t margin = 0.0;
Set<RID> exclude;
- uint32_t collision_mask;
+ uint32_t collision_mask = UINT32_MAX;
- bool collide_with_bodies;
- bool collide_with_areas;
+ bool collide_with_bodies = true;
+ bool collide_with_areas = false;
protected:
static void _bind_methods();
@@ -139,8 +139,6 @@ public:
void set_exclude(const Vector<RID> &p_exclude);
Vector<RID> get_exclude() const;
-
- PhysicsShapeQueryParameters2D();
};
class PhysicsDirectSpaceState2D : public Object {
@@ -169,7 +167,7 @@ public:
Variant metadata;
};
- virtual bool intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ virtual bool intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
struct ShapeResult {
RID rid;
@@ -179,14 +177,14 @@ public:
Variant metadata;
};
- virtual int intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) = 0;
- virtual int intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_instance_id, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) = 0;
+ virtual int intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) = 0;
+ virtual int intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_instance_id, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) = 0;
- virtual int intersect_shape(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ virtual int intersect_shape(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
- virtual bool cast_motion(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ virtual bool cast_motion(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
- virtual bool collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ virtual bool collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
struct ShapeRestInfo {
Vector2 point;
@@ -198,7 +196,7 @@ public:
Variant metadata;
};
- virtual bool rest_info(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ virtual bool rest_info(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
PhysicsDirectSpaceState2D();
};
diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp
index 6cde4977f4..d0650396d0 100644
--- a/servers/physics_server_3d.cpp
+++ b/servers/physics_server_3d.cpp
@@ -249,13 +249,6 @@ void PhysicsShapeQueryParameters3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled");
}
-PhysicsShapeQueryParameters3D::PhysicsShapeQueryParameters3D() {
- margin = 0;
- collision_mask = 0x7FFFFFFF;
- collide_with_bodies = true;
- collide_with_areas = false;
-}
-
/////////////////////////////////////
Dictionary PhysicsDirectSpaceState3D::_intersect_ray(const Vector3 &p_from, const Vector3 &p_to, const Vector<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
@@ -360,7 +353,7 @@ PhysicsDirectSpaceState3D::PhysicsDirectSpaceState3D() {
}
void PhysicsDirectSpaceState3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("intersect_ray", "from", "to", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState3D::_intersect_ray, DEFVAL(Array()), DEFVAL(0x7FFFFFFF), DEFVAL(true), DEFVAL(false));
+ ClassDB::bind_method(D_METHOD("intersect_ray", "from", "to", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState3D::_intersect_ray, DEFVAL(Array()), DEFVAL(UINT32_MAX), DEFVAL(true), DEFVAL(false));
ClassDB::bind_method(D_METHOD("intersect_shape", "shape", "max_results"), &PhysicsDirectSpaceState3D::_intersect_shape, DEFVAL(32));
ClassDB::bind_method(D_METHOD("cast_motion", "shape", "motion"), &PhysicsDirectSpaceState3D::_cast_motion);
ClassDB::bind_method(D_METHOD("collide_shape", "shape", "max_results"), &PhysicsDirectSpaceState3D::_collide_shape, DEFVAL(32));
diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h
index 8f83e360f2..235e0d4fd6 100644
--- a/servers/physics_server_3d.h
+++ b/servers/physics_server_3d.h
@@ -103,12 +103,12 @@ class PhysicsShapeQueryParameters3D : public RefCounted {
RES shape_ref;
RID shape;
Transform3D transform;
- real_t margin;
+ real_t margin = 0.0;
Set<RID> exclude;
- uint32_t collision_mask;
+ uint32_t collision_mask = UINT32_MAX;
- bool collide_with_bodies;
- bool collide_with_areas;
+ bool collide_with_bodies = true;
+ bool collide_with_areas = false;
protected:
static void _bind_methods();
@@ -136,15 +136,13 @@ public:
void set_collide_with_areas(bool p_enable);
bool is_collide_with_areas_enabled() const;
-
- PhysicsShapeQueryParameters3D();
};
class PhysicsDirectSpaceState3D : public Object {
GDCLASS(PhysicsDirectSpaceState3D, Object);
private:
- Dictionary _intersect_ray(const Vector3 &p_from, const Vector3 &p_to, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_collision_mask = 0, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
+ Dictionary _intersect_ray(const Vector3 &p_from, const Vector3 &p_to, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
Array _intersect_shape(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, int p_max_results = 32);
Array _cast_motion(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, const Vector3 &p_motion);
Array _collide_shape(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, int p_max_results = 32);
@@ -161,7 +159,7 @@ public:
int shape = 0;
};
- virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
struct RayResult {
Vector3 position;
@@ -172,9 +170,9 @@ public:
int shape = 0;
};
- virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_ray = false) = 0;
+ virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_ray = false) = 0;
- virtual int intersect_shape(const RID &p_shape, const Transform3D &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ virtual int intersect_shape(const RID &p_shape, const Transform3D &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
struct ShapeRestInfo {
Vector3 point;
@@ -185,11 +183,11 @@ public:
Vector3 linear_velocity; //velocity at contact point
};
- virtual bool cast_motion(const RID &p_shape, const Transform3D &p_xform, const Vector3 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, ShapeRestInfo *r_info = nullptr) = 0;
+ virtual bool cast_motion(const RID &p_shape, const Transform3D &p_xform, const Vector3 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, ShapeRestInfo *r_info = nullptr) = 0;
- virtual bool collide_shape(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ virtual bool collide_shape(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
- virtual bool rest_info(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ virtual bool rest_info(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const = 0;