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Renaming of servers for coherency.
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
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@@ -39,7 +39,7 @@
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#include "godot_collision_configuration.h"
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#include "godot_collision_dispatcher.h"
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#include "rigid_body_bullet.h"
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#include "servers/physics_server.h"
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#include "servers/physics_server_3d.h"
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#include "soft_body_bullet.h"
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#include <BulletCollision/BroadphaseCollision/btBroadphaseProxy.h>
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@@ -59,7 +59,7 @@
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*/
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BulletPhysicsDirectSpaceState::BulletPhysicsDirectSpaceState(SpaceBullet *p_space) :
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PhysicsDirectSpaceState(),
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PhysicsDirectSpaceState3D(),
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space(p_space) {}
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int BulletPhysicsDirectSpaceState::intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
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@@ -366,27 +366,27 @@ void SpaceBullet::step(real_t p_delta_time) {
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dynamicsWorld->stepSimulation(p_delta_time, 0, 0);
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}
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void SpaceBullet::set_param(PhysicsServer::AreaParameter p_param, const Variant &p_value) {
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void SpaceBullet::set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value) {
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assert(dynamicsWorld);
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switch (p_param) {
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case PhysicsServer::AREA_PARAM_GRAVITY:
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case PhysicsServer3D::AREA_PARAM_GRAVITY:
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gravityMagnitude = p_value;
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update_gravity();
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break;
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case PhysicsServer::AREA_PARAM_GRAVITY_VECTOR:
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case PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR:
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gravityDirection = p_value;
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update_gravity();
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break;
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case PhysicsServer::AREA_PARAM_LINEAR_DAMP:
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case PhysicsServer::AREA_PARAM_ANGULAR_DAMP:
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case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP:
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case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP:
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break; // No damp
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case PhysicsServer::AREA_PARAM_PRIORITY:
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case PhysicsServer3D::AREA_PARAM_PRIORITY:
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// Priority is always 0, the lower
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break;
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case PhysicsServer::AREA_PARAM_GRAVITY_IS_POINT:
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case PhysicsServer::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
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case PhysicsServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
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case PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT:
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case PhysicsServer3D::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
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case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
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break;
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default:
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WARN_PRINT("This set parameter (" + itos(p_param) + ") is ignored, the SpaceBullet doesn't support it.");
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@@ -394,22 +394,22 @@ void SpaceBullet::set_param(PhysicsServer::AreaParameter p_param, const Variant
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}
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}
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Variant SpaceBullet::get_param(PhysicsServer::AreaParameter p_param) {
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Variant SpaceBullet::get_param(PhysicsServer3D::AreaParameter p_param) {
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switch (p_param) {
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case PhysicsServer::AREA_PARAM_GRAVITY:
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case PhysicsServer3D::AREA_PARAM_GRAVITY:
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return gravityMagnitude;
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case PhysicsServer::AREA_PARAM_GRAVITY_VECTOR:
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case PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR:
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return gravityDirection;
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case PhysicsServer::AREA_PARAM_LINEAR_DAMP:
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case PhysicsServer::AREA_PARAM_ANGULAR_DAMP:
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case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP:
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case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP:
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return 0; // No damp
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case PhysicsServer::AREA_PARAM_PRIORITY:
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case PhysicsServer3D::AREA_PARAM_PRIORITY:
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return 0; // Priority is always 0, the lower
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case PhysicsServer::AREA_PARAM_GRAVITY_IS_POINT:
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case PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT:
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return false;
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case PhysicsServer::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
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case PhysicsServer3D::AREA_PARAM_GRAVITY_DISTANCE_SCALE:
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return 0;
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case PhysicsServer::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
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case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_ATTENUATION:
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return 0;
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default:
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WARN_PRINT("This get parameter (" + itos(p_param) + ") is ignored, the SpaceBullet doesn't support it.");
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@@ -417,32 +417,32 @@ Variant SpaceBullet::get_param(PhysicsServer::AreaParameter p_param) {
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}
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}
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void SpaceBullet::set_param(PhysicsServer::SpaceParameter p_param, real_t p_value) {
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void SpaceBullet::set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_value) {
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switch (p_param) {
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case PhysicsServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
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case PhysicsServer::SPACE_PARAM_CONTACT_MAX_SEPARATION:
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case PhysicsServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
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case PhysicsServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
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case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
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case PhysicsServer::SPACE_PARAM_BODY_TIME_TO_SLEEP:
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case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO:
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case PhysicsServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
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case PhysicsServer3D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
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case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
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case PhysicsServer3D::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
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case PhysicsServer3D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
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case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
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case PhysicsServer3D::SPACE_PARAM_BODY_TIME_TO_SLEEP:
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case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO:
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case PhysicsServer3D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
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default:
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WARN_PRINT("This set parameter (" + itos(p_param) + ") is ignored, the SpaceBullet doesn't support it.");
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break;
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}
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}
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real_t SpaceBullet::get_param(PhysicsServer::SpaceParameter p_param) {
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real_t SpaceBullet::get_param(PhysicsServer3D::SpaceParameter p_param) {
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switch (p_param) {
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case PhysicsServer::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
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case PhysicsServer::SPACE_PARAM_CONTACT_MAX_SEPARATION:
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case PhysicsServer::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
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case PhysicsServer::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
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case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
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case PhysicsServer::SPACE_PARAM_BODY_TIME_TO_SLEEP:
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case PhysicsServer::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO:
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case PhysicsServer::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
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case PhysicsServer3D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS:
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case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_SEPARATION:
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case PhysicsServer3D::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION:
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case PhysicsServer3D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD:
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case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD:
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case PhysicsServer3D::SPACE_PARAM_BODY_TIME_TO_SLEEP:
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case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO:
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case PhysicsServer3D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
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default:
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WARN_PRINT("The SpaceBullet doesn't support this get parameter (" + itos(p_param) + "), 0 is returned.");
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return 0.f;
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@@ -891,7 +891,7 @@ static Ref<StandardMaterial3D> red_mat;
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static Ref<StandardMaterial3D> blue_mat;
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#endif
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bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer::MotionResult *r_result, bool p_exclude_raycast_shapes) {
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bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia, PhysicsServer3D::MotionResult *r_result, bool p_exclude_raycast_shapes) {
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#if debug_test_motion
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/// Yes I know this is not good, but I've used it as fast debugging hack.
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@@ -1042,7 +1042,7 @@ bool SpaceBullet::test_body_motion(RigidBodyBullet *p_body, const Transform &p_f
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return has_penetration;
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}
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int SpaceBullet::test_ray_separation(RigidBodyBullet *p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer::SeparationResult *r_results, int p_result_max, float p_margin) {
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int SpaceBullet::test_ray_separation(RigidBodyBullet *p_body, const Transform &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, PhysicsServer3D::SeparationResult *r_results, int p_result_max, float p_margin) {
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btTransform body_transform;
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G_TO_B(p_transform, body_transform);
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@@ -1054,7 +1054,7 @@ int SpaceBullet::test_ray_separation(RigidBodyBullet *p_body, const Transform &p
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int rays_found_this_round = 0;
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for (int t(RECOVERING_MOVEMENT_CYCLES); 0 < t; --t) {
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PhysicsServer::SeparationResult *next_results = &r_results[rays_found];
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PhysicsServer3D::SeparationResult *next_results = &r_results[rays_found];
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rays_found_this_round = recover_from_penetration_ray(p_body, body_transform, RECOVERING_MOVEMENT_SCALE, p_infinite_inertia, p_result_max - rays_found, recover_motion, next_results);
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rays_found += rays_found_this_round;
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@@ -1333,7 +1333,7 @@ bool SpaceBullet::RFP_convex_world_test(const btConvexShape *p_shapeA, const btC
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return false;
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}
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int SpaceBullet::add_separation_result(PhysicsServer::SeparationResult *r_result, const SpaceBullet::RecoverResult &p_recover_result, int p_shape_id, const btCollisionObject *p_other_object) const {
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int SpaceBullet::add_separation_result(PhysicsServer3D::SeparationResult *r_result, const SpaceBullet::RecoverResult &p_recover_result, int p_shape_id, const btCollisionObject *p_other_object) const {
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// optimize results (ignore non-colliding)
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if (p_recover_result.penetration_distance < 0.0) {
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@@ -1355,7 +1355,7 @@ int SpaceBullet::add_separation_result(PhysicsServer::SeparationResult *r_result
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}
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}
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int SpaceBullet::recover_from_penetration_ray(RigidBodyBullet *p_body, const btTransform &p_body_position, btScalar p_recover_movement_scale, bool p_infinite_inertia, int p_result_max, btVector3 &r_delta_recover_movement, PhysicsServer::SeparationResult *r_results) {
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int SpaceBullet::recover_from_penetration_ray(RigidBodyBullet *p_body, const btTransform &p_body_position, btScalar p_recover_movement_scale, bool p_infinite_inertia, int p_result_max, btVector3 &r_delta_recover_movement, PhysicsServer3D::SeparationResult *r_results) {
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// Calculate the cumulative AABB of all shapes of the kinematic body
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btVector3 aabb_min, aabb_max;
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