Expose intersect_point in 3D physics server
Also cleaned a few things in the documentation for 2D.
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4 changed files with 60 additions and 2 deletions
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@ -58,7 +58,8 @@
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[code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
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[code]rid[/code]: The intersecting object's [RID].
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[code]shape[/code]: The shape index of the colliding shape.
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Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody]s or [Area]s, respectively.
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The number of intersections can be limited with the [code]max_results[/code] parameter, to reduce the processing time.
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Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively.
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[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in [code]Segments[/code] build mode are not solid shapes. Therefore, they will not be detected.
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</description>
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</method>
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@ -72,6 +73,15 @@
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<argument index="5" name="collide_with_bodies" type="bool" default="true" />
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<argument index="6" name="collide_with_areas" type="bool" default="false" />
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<description>
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Checks whether a point is inside any solid shape, in a specific canvas layer given by [code]canvas_instance_id[/code]. The shapes the point is inside of are returned in an array containing dictionaries with the following fields:
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[code]collider[/code]: The colliding object.
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[code]collider_id[/code]: The colliding object's ID.
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[code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
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[code]rid[/code]: The intersecting object's [RID].
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[code]shape[/code]: The shape index of the colliding shape.
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The number of intersections can be limited with the [code]max_results[/code] parameter, to reduce the processing time.
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Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively.
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[b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in [code]Segments[/code] build mode are not solid shapes. Therefore, they will not be detected.
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</description>
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</method>
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<method name="intersect_ray">
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@ -92,7 +102,7 @@
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[code]rid[/code]: The intersecting object's [RID].
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[code]shape[/code]: The shape index of the colliding shape.
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If the ray did not intersect anything, then an empty dictionary is returned instead.
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Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody]s or [Area]s, respectively.
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Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively.
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</description>
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</method>
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<method name="intersect_shape">
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@ -43,6 +43,24 @@
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If the shape did not intersect anything, then an empty dictionary is returned instead.
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</description>
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</method>
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<method name="intersect_point">
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<return type="Array" />
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<argument index="0" name="point" type="Vector3" />
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<argument index="1" name="max_results" type="int" default="32" />
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<argument index="2" name="exclude" type="Array" default="[ ]" />
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<argument index="3" name="collision_layer" type="int" default="2147483647" />
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<argument index="4" name="collide_with_bodies" type="bool" default="true" />
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<argument index="5" name="collide_with_areas" type="bool" default="false" />
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<description>
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Checks whether a point is inside any solid shape. The shapes the point is inside of are returned in an array containing dictionaries with the following fields:
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[code]collider[/code]: The colliding object.
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[code]collider_id[/code]: The colliding object's ID.
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[code]rid[/code]: The intersecting object's [RID].
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[code]shape[/code]: The shape index of the colliding shape.
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The number of intersections can be limited with the [code]max_results[/code] parameter, to reduce the processing time.
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Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to check in, or booleans to determine if the ray should collide with [PhysicsBody]s or [Area]s, respectively.
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</description>
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</method>
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<method name="intersect_ray">
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<return type="Dictionary" />
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<argument index="0" name="from" type="Vector3" />
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@ -273,6 +273,34 @@ Dictionary PhysicsDirectSpaceState::_intersect_ray(const Vector3 &p_from, const
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return d;
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}
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Array PhysicsDirectSpaceState::_intersect_point(const Vector3 &p_point, int p_max_results, const Vector<RID> &p_exclude, uint32_t p_layers, bool p_collide_with_bodies, bool p_collide_with_areas) {
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Set<RID> exclude;
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for (int i = 0; i < p_exclude.size(); i++) {
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exclude.insert(p_exclude[i]);
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}
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Vector<ShapeResult> ret;
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ret.resize(p_max_results);
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int rc = intersect_point(p_point, ret.ptrw(), ret.size(), exclude, p_layers, p_collide_with_bodies, p_collide_with_areas);
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if (rc == 0) {
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return Array();
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}
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Array r;
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r.resize(rc);
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for (int i = 0; i < rc; i++) {
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Dictionary d;
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d["rid"] = ret[i].rid;
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d["collider_id"] = ret[i].collider_id;
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d["collider"] = ret[i].collider;
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d["shape"] = ret[i].shape;
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r[i] = d;
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}
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return r;
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}
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Array PhysicsDirectSpaceState::_intersect_shape(const Ref<PhysicsShapeQueryParameters> &p_shape_query, int p_max_results) {
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ERR_FAIL_COND_V(!p_shape_query.is_valid(), Array());
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@ -349,6 +377,7 @@ PhysicsDirectSpaceState::PhysicsDirectSpaceState() {
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}
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void PhysicsDirectSpaceState::_bind_methods() {
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ClassDB::bind_method(D_METHOD("intersect_point", "point", "max_results", "exclude", "collision_layer", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState::_intersect_point, DEFVAL(32), DEFVAL(Array()), DEFVAL(0x7FFFFFFF), DEFVAL(true), DEFVAL(false));
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ClassDB::bind_method(D_METHOD("intersect_ray", "from", "to", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState::_intersect_ray, DEFVAL(Array()), DEFVAL(0x7FFFFFFF), DEFVAL(true), DEFVAL(false));
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ClassDB::bind_method(D_METHOD("intersect_shape", "shape", "max_results"), &PhysicsDirectSpaceState::_intersect_shape, DEFVAL(32));
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ClassDB::bind_method(D_METHOD("cast_motion", "shape", "motion"), &PhysicsDirectSpaceState::_cast_motion);
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@ -143,6 +143,7 @@ class PhysicsDirectSpaceState : public Object {
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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_collision_mask = 0, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
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Array _intersect_point(const Vector3 &p_point, int p_max_results = 32, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_layers = 0, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
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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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