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Removed type_mask and fixed some variable name
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@@ -53,7 +53,7 @@
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BulletPhysicsDirectSpaceState::BulletPhysicsDirectSpaceState(SpaceBullet *p_space)
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: PhysicsDirectSpaceState(), 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_layer, uint32_t p_object_type_mask) {
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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) {
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if (p_result_max <= 0)
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return 0;
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@@ -68,15 +68,15 @@ int BulletPhysicsDirectSpaceState::intersect_point(const Vector3 &p_point, Shape
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// Setup query
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GodotAllContactResultCallback btResult(&collision_object_point, r_results, p_result_max, &p_exclude);
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btResult.m_collisionFilterGroup = p_collision_layer;
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btResult.m_collisionFilterMask = p_object_type_mask;
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btResult.m_collisionFilterGroup = 0;
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btResult.m_collisionFilterMask = p_collision_mask;
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space->dynamicsWorld->contactTest(&collision_object_point, btResult);
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// The results is already populated by GodotAllConvexResultCallback
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return btResult.m_count;
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}
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bool BulletPhysicsDirectSpaceState::intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude, uint32_t p_collision_layer, uint32_t p_object_type_mask, bool p_pick_ray) {
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bool BulletPhysicsDirectSpaceState::intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_pick_ray) {
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btVector3 btVec_from;
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btVector3 btVec_to;
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@@ -86,8 +86,8 @@ bool BulletPhysicsDirectSpaceState::intersect_ray(const Vector3 &p_from, const V
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// setup query
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GodotClosestRayResultCallback btResult(btVec_from, btVec_to, &p_exclude);
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btResult.m_collisionFilterGroup = p_collision_layer;
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btResult.m_collisionFilterMask = p_object_type_mask;
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btResult.m_collisionFilterGroup = 0;
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btResult.m_collisionFilterMask = p_collision_mask;
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btResult.m_pickRay = p_pick_ray;
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space->dynamicsWorld->rayTest(btVec_from, btVec_to, btResult);
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@@ -109,7 +109,7 @@ bool BulletPhysicsDirectSpaceState::intersect_ray(const Vector3 &p_from, const V
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}
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}
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int BulletPhysicsDirectSpaceState::intersect_shape(const RID &p_shape, const Transform &p_xform, float p_margin, ShapeResult *p_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_layer, uint32_t p_object_type_mask) {
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int BulletPhysicsDirectSpaceState::intersect_shape(const RID &p_shape, const Transform &p_xform, float p_margin, ShapeResult *p_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask) {
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if (p_result_max <= 0)
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return 0;
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@@ -135,8 +135,8 @@ int BulletPhysicsDirectSpaceState::intersect_shape(const RID &p_shape, const Tra
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collision_object.setWorldTransform(bt_xform);
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GodotAllContactResultCallback btQuery(&collision_object, p_results, p_result_max, &p_exclude);
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btQuery.m_collisionFilterGroup = p_collision_layer;
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btQuery.m_collisionFilterMask = p_object_type_mask;
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btQuery.m_collisionFilterGroup = 0;
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btQuery.m_collisionFilterMask = p_collision_mask;
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btQuery.m_closestDistanceThreshold = p_margin;
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space->dynamicsWorld->contactTest(&collision_object, btQuery);
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@@ -145,7 +145,7 @@ int BulletPhysicsDirectSpaceState::intersect_shape(const RID &p_shape, const Tra
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return btQuery.m_count;
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}
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bool BulletPhysicsDirectSpaceState::cast_motion(const RID &p_shape, const Transform &p_xform, const Vector3 &p_motion, float p_margin, float &p_closest_safe, float &p_closest_unsafe, const Set<RID> &p_exclude, uint32_t p_collision_layer, uint32_t p_object_type_mask, ShapeRestInfo *r_info) {
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bool BulletPhysicsDirectSpaceState::cast_motion(const RID &p_shape, const Transform &p_xform, const Vector3 &p_motion, float p_margin, float &p_closest_safe, float &p_closest_unsafe, const Set<RID> &p_exclude, uint32_t p_collision_mask, ShapeRestInfo *r_info) {
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ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->get(p_shape);
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btCollisionShape *btShape = shape->create_bt_shape();
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@@ -170,8 +170,8 @@ bool BulletPhysicsDirectSpaceState::cast_motion(const RID &p_shape, const Transf
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bt_xform_to.getOrigin() += bt_motion;
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GodotClosestConvexResultCallback btResult(bt_xform_from.getOrigin(), bt_xform_to.getOrigin(), &p_exclude);
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btResult.m_collisionFilterGroup = p_collision_layer;
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btResult.m_collisionFilterMask = p_object_type_mask;
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btResult.m_collisionFilterGroup = 0;
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btResult.m_collisionFilterMask = p_collision_mask;
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space->dynamicsWorld->convexSweepTest(bt_convex_shape, bt_xform_from, bt_xform_to, btResult, 0.002);
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@@ -195,7 +195,7 @@ bool BulletPhysicsDirectSpaceState::cast_motion(const RID &p_shape, const Transf
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}
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/// Returns the list of contacts pairs in this order: Local contact, other body contact
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bool BulletPhysicsDirectSpaceState::collide_shape(RID p_shape, const Transform &p_shape_xform, float p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude, uint32_t p_collision_layer, uint32_t p_object_type_mask) {
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bool BulletPhysicsDirectSpaceState::collide_shape(RID p_shape, const Transform &p_shape_xform, float p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude, uint32_t p_collision_mask) {
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if (p_result_max <= 0)
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return 0;
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@@ -221,8 +221,8 @@ bool BulletPhysicsDirectSpaceState::collide_shape(RID p_shape, const Transform &
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collision_object.setWorldTransform(bt_xform);
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GodotContactPairContactResultCallback btQuery(&collision_object, r_results, p_result_max, &p_exclude);
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btQuery.m_collisionFilterGroup = p_collision_layer;
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btQuery.m_collisionFilterMask = p_object_type_mask;
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btQuery.m_collisionFilterGroup = 0;
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btQuery.m_collisionFilterMask = p_collision_mask;
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btQuery.m_closestDistanceThreshold = p_margin;
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space->dynamicsWorld->contactTest(&collision_object, btQuery);
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@@ -232,7 +232,7 @@ bool BulletPhysicsDirectSpaceState::collide_shape(RID p_shape, const Transform &
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return btQuery.m_count;
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}
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bool BulletPhysicsDirectSpaceState::rest_info(RID p_shape, const Transform &p_shape_xform, float p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude, uint32_t p_collision_layer, uint32_t p_object_type_mask) {
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bool BulletPhysicsDirectSpaceState::rest_info(RID p_shape, const Transform &p_shape_xform, float p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude, uint32_t p_collision_mask) {
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ShapeBullet *shape = space->get_physics_server()->get_shape_owner()->get(p_shape);
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@@ -256,8 +256,8 @@ bool BulletPhysicsDirectSpaceState::rest_info(RID p_shape, const Transform &p_sh
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collision_object.setWorldTransform(bt_xform);
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GodotRestInfoContactResultCallback btQuery(&collision_object, r_info, &p_exclude);
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btQuery.m_collisionFilterGroup = p_collision_layer;
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btQuery.m_collisionFilterMask = p_object_type_mask;
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btQuery.m_collisionFilterGroup = 0;
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btQuery.m_collisionFilterMask = p_collision_mask;
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btQuery.m_closestDistanceThreshold = p_margin;
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space->dynamicsWorld->contactTest(&collision_object, btQuery);
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