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mirror of https://github.com/godotengine/godot.git synced 2025-11-10 13:00:37 +00:00

Use parameter classes instead of arguments for all physics queries

Same as what is already done for shape queries, applied to point and ray
queries. Easier to document and more flexible to add more parameters.

Also expose intersect_point method to script in 3D.
Remove intersect_point_on_canvas in 2D, replaced with a parameter.
This commit is contained in:
PouleyKetchoupp
2021-11-01 18:00:58 -07:00
parent 25bea73544
commit acbd24ea84
27 changed files with 980 additions and 540 deletions

View File

@@ -3936,9 +3936,13 @@ Vector3 Node3DEditorViewport::_get_instance_position(const Point2 &p_pos) const
Vector3 point = world_pos + world_ray * MAX_DISTANCE;
PhysicsDirectSpaceState3D *ss = get_tree()->get_root()->get_world_3d()->get_direct_space_state();
PhysicsDirectSpaceState3D::RayResult result;
if (ss->intersect_ray(world_pos, world_pos + world_ray * MAX_DISTANCE, result)) {
PhysicsDirectSpaceState3D::RayParameters ray_params;
ray_params.from = world_pos;
ray_params.to = world_pos + world_ray * MAX_DISTANCE;
PhysicsDirectSpaceState3D::RayResult result;
if (ss->intersect_ray(ray_params, result)) {
point = result.position;
}
@@ -6566,7 +6570,12 @@ void Node3DEditor::snap_selected_nodes_to_floor() {
Vector3 to = from - Vector3(0.0, max_snap_height, 0.0);
Set<RID> excluded = _get_physics_bodies_rid(sp);
if (ss->intersect_ray(from, to, result, excluded)) {
PhysicsDirectSpaceState3D::RayParameters ray_params;
ray_params.from = from;
ray_params.to = to;
ray_params.exclude = excluded;
if (ss->intersect_ray(ray_params, result)) {
snapped_to_floor = true;
}
}
@@ -6583,7 +6592,12 @@ void Node3DEditor::snap_selected_nodes_to_floor() {
Vector3 to = from - Vector3(0.0, max_snap_height, 0.0);
Set<RID> excluded = _get_physics_bodies_rid(sp);
if (ss->intersect_ray(from, to, result, excluded)) {
PhysicsDirectSpaceState3D::RayParameters ray_params;
ray_params.from = from;
ray_params.to = to;
ray_params.exclude = excluded;
if (ss->intersect_ray(ray_params, result)) {
Vector3 position_offset = d["position_offset"];
Transform3D new_transform = sp->get_global_transform();