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	Lots of work on Audio & Physics engine:
-Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.
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					 64 changed files with 3834 additions and 2497 deletions
				
			
		|  | @ -105,6 +105,26 @@ int BroadPhaseBasic::get_subindex(ID p_id) const { | |||
| 	return E->get().subindex; | ||||
| } | ||||
| 
 | ||||
| int BroadPhaseBasic::cull_point(const Vector3 &p_point, CollisionObjectSW **p_results, int p_max_results, int *p_result_indices) { | ||||
| 
 | ||||
| 	int rc = 0; | ||||
| 
 | ||||
| 	for (Map<ID, Element>::Element *E = element_map.front(); E; E = E->next()) { | ||||
| 
 | ||||
| 		const Rect3 aabb = E->get().aabb; | ||||
| 		if (aabb.has_point(p_point)) { | ||||
| 
 | ||||
| 			p_results[rc] = E->get().owner; | ||||
| 			p_result_indices[rc] = E->get().subindex; | ||||
| 			rc++; | ||||
| 			if (rc >= p_max_results) | ||||
| 				break; | ||||
| 		} | ||||
| 	} | ||||
| 
 | ||||
| 	return rc; | ||||
| } | ||||
| 
 | ||||
| int BroadPhaseBasic::cull_segment(const Vector3 &p_from, const Vector3 &p_to, CollisionObjectSW **p_results, int p_max_results, int *p_result_indices) { | ||||
| 
 | ||||
| 	int rc = 0; | ||||
|  |  | |||
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	 Juan Linietsky
						Juan Linietsky