Resolved issues with script PhysicsDirectBodyState3d contacts

Resolved a problem with PhysicsDirectBodyState3D sometimes returning incorrect contact positions and added a new get_contact_local_velocity_at_position method to compliment the existing one for the collider.
This commit is contained in:
Tim Gift
2022-03-07 10:07:46 -08:00
parent c3ed7af123
commit fffc6aba58
10 changed files with 40 additions and 11 deletions

View File

@ -102,6 +102,7 @@ void PhysicsDirectBodyState3DExtension::_bind_methods() {
GDVIRTUAL_BIND(_get_contact_local_normal, "contact_idx");
GDVIRTUAL_BIND(_get_contact_impulse, "contact_idx");
GDVIRTUAL_BIND(_get_contact_local_shape, "contact_idx");
GDVIRTUAL_BIND(_get_contact_local_velocity_at_position, "contact_idx");
GDVIRTUAL_BIND(_get_contact_collider, "contact_idx");
GDVIRTUAL_BIND(_get_contact_collider_position, "contact_idx");
GDVIRTUAL_BIND(_get_contact_collider_id, "contact_idx");

View File

@ -96,6 +96,7 @@ public:
EXBIND1RC(Vector3, get_contact_local_normal, int)
EXBIND1RC(Vector3, get_contact_impulse, int)
EXBIND1RC(int, get_contact_local_shape, int)
EXBIND1RC(Vector3, get_contact_local_velocity_at_position, int)
EXBIND1RC(RID, get_contact_collider, int)
EXBIND1RC(Vector3, get_contact_collider_position, int)
EXBIND1RC(ObjectID, get_contact_collider_id, int)