diff options
Diffstat (limited to 'servers/physics_server_3d.h')
-rw-r--r-- | servers/physics_server_3d.h | 10 |
1 files changed, 0 insertions, 10 deletions
diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h index 6900da1393..2465b40d3e 100644 --- a/servers/physics_server_3d.h +++ b/servers/physics_server_3d.h @@ -37,7 +37,6 @@ class PhysicsDirectSpaceState3D; class PhysicsDirectBodyState3D : public Object { - GDCLASS(PhysicsDirectBodyState3D, Object); protected: @@ -98,7 +97,6 @@ public: class PhysicsShapeQueryResult3D; class PhysicsShapeQueryParameters3D : public Reference { - GDCLASS(PhysicsShapeQueryParameters3D, Reference); friend class PhysicsDirectSpaceState3D; @@ -141,7 +139,6 @@ public: }; class PhysicsDirectSpaceState3D : public Object { - GDCLASS(PhysicsDirectSpaceState3D, Object); private: @@ -156,7 +153,6 @@ protected: public: struct ShapeResult { - RID rid; ObjectID collider_id; Object *collider; @@ -166,7 +162,6 @@ public: 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; struct RayResult { - Vector3 position; Vector3 normal; RID rid; @@ -180,7 +175,6 @@ public: virtual int intersect_shape(const RID &p_shape, const Transform &p_xform, float 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; struct ShapeRestInfo { - Vector3 point; Vector3 normal; RID rid; @@ -201,7 +195,6 @@ public: }; class PhysicsShapeQueryResult3D : public Reference { - GDCLASS(PhysicsShapeQueryResult3D, Reference); Vector<PhysicsDirectSpaceState3D::ShapeResult> result; @@ -222,7 +215,6 @@ public: }; class PhysicsServer3D : public Object { - GDCLASS(PhysicsServer3D, Object); static PhysicsServer3D *singleton; @@ -481,7 +473,6 @@ public: virtual PhysicsDirectBodyState3D *body_get_direct_state(RID p_body) = 0; struct MotionResult { - Vector3 motion; Vector3 remainder; @@ -503,7 +494,6 @@ public: virtual bool body_test_motion(RID p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true) = 0; struct SeparationResult { - float collision_depth; Vector3 collision_point; Vector3 collision_normal; |