summaryrefslogtreecommitdiffstats
path: root/servers/physics_3d/physics_server_3d_sw.cpp
diff options
context:
space:
mode:
authorPouleyKetchoupp <pouleyketchoup@gmail.com>2021-08-10 11:48:19 -0700
committerPouleyKetchoupp <pouleyketchoup@gmail.com>2021-08-10 12:10:26 -0700
commit4da3a87f7d31dda644f6bd6dc300bd6e4f7eef79 (patch)
tree0aa27d537ef58d6da5ac9dc65267a8fc992e5d15 /servers/physics_3d/physics_server_3d_sw.cpp
parentac1dab5062ff3f56b51ce6585e79af66b1f8c559 (diff)
downloadredot-engine-4da3a87f7d31dda644f6bd6dc300bd6e4f7eef79.tar.gz
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.
Diffstat (limited to 'servers/physics_3d/physics_server_3d_sw.cpp')
-rw-r--r--servers/physics_3d/physics_server_3d_sw.cpp21
1 files changed, 2 insertions, 19 deletions
diff --git a/servers/physics_3d/physics_server_3d_sw.cpp b/servers/physics_3d/physics_server_3d_sw.cpp
index e2ab84428b..fbb374bd74 100644
--- a/servers/physics_3d/physics_server_3d_sw.cpp
+++ b/servers/physics_3d/physics_server_3d_sw.cpp
@@ -48,12 +48,6 @@ RID PhysicsServer3DSW::plane_shape_create() {
shape->set_self(rid);
return rid;
}
-RID PhysicsServer3DSW::ray_shape_create() {
- Shape3DSW *shape = memnew(RayShape3DSW);
- RID rid = shape_owner.make_rid(shape);
- shape->set_self(rid);
- return rid;
-}
RID PhysicsServer3DSW::sphere_shape_create() {
Shape3DSW *shape = memnew(SphereShape3DSW);
RID rid = shape_owner.make_rid(shape);
@@ -854,18 +848,7 @@ void PhysicsServer3DSW::body_set_ray_pickable(RID p_body, bool p_enable) {
body->set_ray_pickable(p_enable);
}
-bool PhysicsServer3DSW::body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia, real_t p_margin, MotionResult *r_result, bool p_exclude_raycast_shapes, const Set<RID> &p_exclude) {
- Body3DSW *body = body_owner.getornull(p_body);
- ERR_FAIL_COND_V(!body, false);
- ERR_FAIL_COND_V(!body->get_space(), false);
- ERR_FAIL_COND_V(body->get_space()->is_locked(), false);
-
- _update_shapes();
-
- return body->get_space()->test_body_motion(body, p_from, p_motion, p_infinite_inertia, p_margin, r_result, p_exclude_raycast_shapes, p_exclude);
-}
-
-int PhysicsServer3DSW::body_test_ray_separation(RID p_body, const Transform3D &p_transform, bool p_infinite_inertia, Vector3 &r_recover_motion, SeparationResult *r_results, int p_result_max, real_t p_margin) {
+bool PhysicsServer3DSW::body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin, MotionResult *r_result, const Set<RID> &p_exclude) {
Body3DSW *body = body_owner.getornull(p_body);
ERR_FAIL_COND_V(!body, false);
ERR_FAIL_COND_V(!body->get_space(), false);
@@ -873,7 +856,7 @@ int PhysicsServer3DSW::body_test_ray_separation(RID p_body, const Transform3D &p
_update_shapes();
- return body->get_space()->test_body_ray_separation(body, p_transform, p_infinite_inertia, r_recover_motion, r_results, p_result_max, p_margin);
+ return body->get_space()->test_body_motion(body, p_from, p_motion, p_margin, r_result, p_exclude);
}
PhysicsDirectBodyState3D *PhysicsServer3DSW::body_get_direct_state(RID p_body) {