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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.
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@@ -447,7 +447,7 @@ void PhysicsTestMotionResult3D::_bind_methods() {
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///////////////////////////////////////
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bool PhysicsServer3D::_body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin, const Ref<PhysicsTestMotionResult3D> &p_result, bool p_exclude_raycast_shapes, const Vector<RID> &p_exclude) {
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bool PhysicsServer3D::_body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin, const Ref<PhysicsTestMotionResult3D> &p_result, const Vector<RID> &p_exclude) {
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MotionResult *r = nullptr;
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if (p_result.is_valid()) {
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r = p_result->get_result_ptr();
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@@ -456,15 +456,13 @@ bool PhysicsServer3D::_body_test_motion(RID p_body, const Transform3D &p_from, c
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for (int i = 0; i < p_exclude.size(); i++) {
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exclude.insert(p_exclude[i]);
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}
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return body_test_motion(p_body, p_from, p_motion, p_infinite_inertia, p_margin, r, p_exclude_raycast_shapes, exclude);
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return body_test_motion(p_body, p_from, p_motion, p_margin, r, exclude);
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}
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RID PhysicsServer3D::shape_create(ShapeType p_shape) {
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switch (p_shape) {
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case SHAPE_PLANE:
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return plane_shape_create();
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case SHAPE_RAY:
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return ray_shape_create();
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case SHAPE_SPHERE:
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return sphere_shape_create();
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case SHAPE_BOX:
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@@ -490,7 +488,6 @@ void PhysicsServer3D::_bind_methods() {
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#ifndef _3D_DISABLED
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ClassDB::bind_method(D_METHOD("plane_shape_create"), &PhysicsServer3D::plane_shape_create);
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ClassDB::bind_method(D_METHOD("ray_shape_create"), &PhysicsServer3D::ray_shape_create);
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ClassDB::bind_method(D_METHOD("sphere_shape_create"), &PhysicsServer3D::sphere_shape_create);
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ClassDB::bind_method(D_METHOD("box_shape_create"), &PhysicsServer3D::box_shape_create);
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ClassDB::bind_method(D_METHOD("capsule_shape_create"), &PhysicsServer3D::capsule_shape_create);
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@@ -612,7 +609,7 @@ void PhysicsServer3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("body_set_ray_pickable", "body", "enable"), &PhysicsServer3D::body_set_ray_pickable);
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ClassDB::bind_method(D_METHOD("body_test_motion", "body", "from", "motion", "infinite_inertia", "margin", "result", "exclude_raycast_shapes", "exclude"), &PhysicsServer3D::_body_test_motion, DEFVAL(0.001), DEFVAL(Variant()), DEFVAL(true), DEFVAL(Array()));
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ClassDB::bind_method(D_METHOD("body_test_motion", "body", "from", "motion", "margin", "result", "exclude"), &PhysicsServer3D::_body_test_motion, DEFVAL(0.001), DEFVAL(Variant()), DEFVAL(Array()));
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ClassDB::bind_method(D_METHOD("body_get_direct_state", "body"), &PhysicsServer3D::body_get_direct_state);
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@@ -751,7 +748,6 @@ void PhysicsServer3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_process_info", "process_info"), &PhysicsServer3D::get_process_info);
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BIND_ENUM_CONSTANT(SHAPE_PLANE);
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BIND_ENUM_CONSTANT(SHAPE_RAY);
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BIND_ENUM_CONSTANT(SHAPE_SPHERE);
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BIND_ENUM_CONSTANT(SHAPE_BOX);
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BIND_ENUM_CONSTANT(SHAPE_CAPSULE);
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