Fix collide_shape return type
Fix PhysicsDirectSpaceState3D::_collide_shape return type. Also PhysicsDirectSpaceState2D::_collide_shape.
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@ -429,17 +429,17 @@ Vector<real_t> PhysicsDirectSpaceState3D::_cast_motion(const Ref<PhysicsShapeQue
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return ret;
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}
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TypedArray<PackedVector3Array> PhysicsDirectSpaceState3D::_collide_shape(const Ref<PhysicsShapeQueryParameters3D> &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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TypedArray<Vector3> PhysicsDirectSpaceState3D::_collide_shape(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, int p_max_results) {
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ERR_FAIL_COND_V(!p_shape_query.is_valid(), TypedArray<Vector3>());
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Vector<Vector3> ret;
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ret.resize(p_max_results * 2);
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int rc = 0;
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bool res = collide_shape(p_shape_query->get_parameters(), ret.ptrw(), p_max_results, rc);
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if (!res) {
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return TypedArray<PackedVector3Array>();
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return TypedArray<Vector3>();
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}
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TypedArray<PackedVector3Array> r;
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TypedArray<Vector3> r;
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r.resize(rc * 2);
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for (int i = 0; i < rc * 2; i++) {
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r[i] = ret[i];
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