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Rename RayShape to SeparationRayShape
Makes it clearer that it's used for special cases when picking a collision shape.
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@@ -36,9 +36,9 @@
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#include "scene/resources/circle_shape_2d.h"
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#include "scene/resources/concave_polygon_shape_2d.h"
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#include "scene/resources/convex_polygon_shape_2d.h"
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#include "scene/resources/ray_shape_2d.h"
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#include "scene/resources/rectangle_shape_2d.h"
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#include "scene/resources/segment_shape_2d.h"
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#include "scene/resources/separation_ray_shape_2d.h"
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#include "scene/resources/world_margin_shape_2d.h"
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void CollisionShape2DEditor::_node_removed(Node *p_node) {
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@@ -81,8 +81,8 @@ Variant CollisionShape2DEditor::get_handle_value(int idx) const {
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} break;
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case RAY_SHAPE: {
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Ref<RayShape2D> ray = node->get_shape();
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case SEPARATION_RAY_SHAPE: {
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Ref<SeparationRayShape2D> ray = node->get_shape();
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if (idx == 0) {
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return ray->get_length();
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@@ -162,8 +162,8 @@ void CollisionShape2DEditor::set_handle(int idx, Point2 &p_point) {
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} break;
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case RAY_SHAPE: {
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Ref<RayShape2D> ray = node->get_shape();
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case SEPARATION_RAY_SHAPE: {
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Ref<SeparationRayShape2D> ray = node->get_shape();
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ray->set_length(Math::abs(p_point.y));
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@@ -272,8 +272,8 @@ void CollisionShape2DEditor::commit_handle(int idx, Variant &p_org) {
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} break;
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case RAY_SHAPE: {
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Ref<RayShape2D> ray = node->get_shape();
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case SEPARATION_RAY_SHAPE: {
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Ref<SeparationRayShape2D> ray = node->get_shape();
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undo_redo->add_do_method(ray.ptr(), "set_length", ray->get_length());
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undo_redo->add_do_method(canvas_item_editor, "update_viewport");
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@@ -423,8 +423,8 @@ void CollisionShape2DEditor::_get_current_shape_type() {
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shape_type = CONVEX_POLYGON_SHAPE;
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} else if (Object::cast_to<WorldMarginShape2D>(*s)) {
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shape_type = WORLD_MARGIN_SHAPE;
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} else if (Object::cast_to<RayShape2D>(*s)) {
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shape_type = RAY_SHAPE;
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} else if (Object::cast_to<SeparationRayShape2D>(*s)) {
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shape_type = SEPARATION_RAY_SHAPE;
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} else if (Object::cast_to<RectangleShape2D>(*s)) {
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shape_type = RECTANGLE_SHAPE;
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} else if (Object::cast_to<SegmentShape2D>(*s)) {
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@@ -502,8 +502,8 @@ void CollisionShape2DEditor::forward_canvas_draw_over_viewport(Control *p_overla
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} break;
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case RAY_SHAPE: {
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Ref<RayShape2D> shape = node->get_shape();
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case SEPARATION_RAY_SHAPE: {
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Ref<SeparationRayShape2D> shape = node->get_shape();
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handles.resize(1);
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handles.write[0] = Point2(0, shape->get_length());
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