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.
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@ -102,6 +102,7 @@ void PhysicsDirectBodyState3DExtension::_bind_methods() {
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GDVIRTUAL_BIND(_get_contact_local_normal, "contact_idx");
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GDVIRTUAL_BIND(_get_contact_impulse, "contact_idx");
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GDVIRTUAL_BIND(_get_contact_local_shape, "contact_idx");
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GDVIRTUAL_BIND(_get_contact_local_velocity_at_position, "contact_idx");
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GDVIRTUAL_BIND(_get_contact_collider, "contact_idx");
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GDVIRTUAL_BIND(_get_contact_collider_position, "contact_idx");
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GDVIRTUAL_BIND(_get_contact_collider_id, "contact_idx");
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@ -96,6 +96,7 @@ public:
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EXBIND1RC(Vector3, get_contact_local_normal, int)
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EXBIND1RC(Vector3, get_contact_impulse, int)
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EXBIND1RC(int, get_contact_local_shape, int)
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EXBIND1RC(Vector3, get_contact_local_velocity_at_position, int)
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EXBIND1RC(RID, get_contact_collider, int)
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EXBIND1RC(Vector3, get_contact_collider_position, int)
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EXBIND1RC(ObjectID, get_contact_collider_id, int)
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