summaryrefslogtreecommitdiff
path: root/scene/resources/skeleton_modification_2d_jiggle.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'scene/resources/skeleton_modification_2d_jiggle.cpp')
-rw-r--r--scene/resources/skeleton_modification_2d_jiggle.cpp14
1 files changed, 10 insertions, 4 deletions
diff --git a/scene/resources/skeleton_modification_2d_jiggle.cpp b/scene/resources/skeleton_modification_2d_jiggle.cpp
index 84abc9d020..0921417656 100644
--- a/scene/resources/skeleton_modification_2d_jiggle.cpp
+++ b/scene/resources/skeleton_modification_2d_jiggle.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -29,7 +29,9 @@
/*************************************************************************/
#include "skeleton_modification_2d_jiggle.h"
+
#include "scene/2d/skeleton_2d.h"
+#include "scene/resources/world_2d.h"
bool SkeletonModification2DJiggle::_set(const StringName &p_path, const Variant &p_value) {
String path = p_path;
@@ -194,9 +196,13 @@ void SkeletonModification2DJiggle::_execute_jiggle_joint(int p_joint_idx, Node2D
PhysicsDirectSpaceState2D *space_state = PhysicsServer2D::get_singleton()->space_get_direct_state(world_2d->get_space());
PhysicsDirectSpaceState2D::RayResult ray_result;
+ PhysicsDirectSpaceState2D::RayParameters ray_params;
+ ray_params.from = operation_bone_trans.get_origin();
+ ray_params.to = jiggle_data_chain[p_joint_idx].dynamic_position;
+ ray_params.collision_mask = collision_mask;
+
// Add exception support?
- bool ray_hit = space_state->intersect_ray(operation_bone_trans.get_origin(), jiggle_data_chain[p_joint_idx].dynamic_position,
- ray_result, Set<RID>(), collision_mask);
+ bool ray_hit = space_state->intersect_ray(ray_params, ray_result);
if (ray_hit) {
jiggle_data_chain.write[p_joint_idx].dynamic_position = jiggle_data_chain[p_joint_idx].last_noncollision_position;