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Removed type_mask and fixed some variable name
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@@ -101,8 +101,7 @@ class PhysicsShapeQueryParameters : public Reference {
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Transform transform;
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float margin;
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Set<RID> exclude;
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uint32_t collision_layer;
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uint32_t object_type_mask;
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uint32_t collision_mask;
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protected:
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static void _bind_methods();
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@@ -118,11 +117,8 @@ public:
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void set_margin(float p_margin);
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float get_margin() const;
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void set_collision_layer(int p_collision_layer);
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int get_collision_layer() const;
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void set_object_type_mask(int p_object_type_mask);
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int get_object_type_mask() const;
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void set_collision_mask(int p_collision_layer);
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int get_collision_mask() const;
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void set_exclude(const Vector<RID> &p_exclude);
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Vector<RID> get_exclude() const;
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@@ -134,18 +130,8 @@ class PhysicsDirectSpaceState : public Object {
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GDCLASS(PhysicsDirectSpaceState, Object);
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public:
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enum ObjectTypeMask {
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TYPE_MASK_STATIC_BODY = 1 << 0,
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TYPE_MASK_KINEMATIC_BODY = 1 << 1,
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TYPE_MASK_RIGID_BODY = 1 << 2,
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TYPE_MASK_CHARACTER_BODY = 1 << 3,
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TYPE_MASK_AREA = 1 << 4,
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TYPE_MASK_COLLISION = TYPE_MASK_STATIC_BODY | TYPE_MASK_CHARACTER_BODY | TYPE_MASK_KINEMATIC_BODY | TYPE_MASK_RIGID_BODY
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};
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private:
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Dictionary _intersect_ray(const Vector3 &p_from, const Vector3 &p_to, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_layers = 0, uint32_t p_object_type_mask = TYPE_MASK_COLLISION);
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Dictionary _intersect_ray(const Vector3 &p_from, const Vector3 &p_to, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_collision_mask = 0);
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Array _intersect_shape(const Ref<PhysicsShapeQueryParameters> &p_shape_query, int p_max_results = 32);
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Array _cast_motion(const Ref<PhysicsShapeQueryParameters> &p_shape_query, const Vector3 &p_motion);
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Array _collide_shape(const Ref<PhysicsShapeQueryParameters> &p_shape_query, int p_max_results = 32);
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@@ -163,7 +149,7 @@ public:
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int shape;
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};
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virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION) = 0;
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virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF) = 0;
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struct RayResult {
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@@ -175,9 +161,9 @@ public:
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int shape;
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};
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virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION, bool p_pick_ray = false) = 0;
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virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_pick_ray = false) = 0;
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virtual int intersect_shape(const RID &p_shape, const Transform &p_xform, float p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION) = 0;
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virtual int intersect_shape(const RID &p_shape, const Transform &p_xform, float p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF) = 0;
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struct ShapeRestInfo {
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@@ -189,19 +175,17 @@ public:
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Vector3 linear_velocity; //velocity at contact point
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};
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virtual bool 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 = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION, ShapeRestInfo *r_info = NULL) = 0;
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virtual bool 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 = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, ShapeRestInfo *r_info = NULL) = 0;
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virtual bool 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 = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION) = 0;
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virtual bool 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 = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF) = 0;
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virtual bool rest_info(RID p_shape, const Transform &p_shape_xform, float p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, uint32_t p_object_type_mask = TYPE_MASK_COLLISION) = 0;
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virtual bool rest_info(RID p_shape, const Transform &p_shape_xform, float p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF) = 0;
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virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const = 0;
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PhysicsDirectSpaceState();
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};
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VARIANT_ENUM_CAST(PhysicsDirectSpaceState::ObjectTypeMask);
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class PhysicsShapeQueryResult : public Reference {
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GDCLASS(PhysicsShapeQueryResult, Reference);
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