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.
This commit is contained in:
Juan Linietsky 2017-07-15 01:23:10 -03:00
parent e64b82ebfc
commit 2e73be99d8
64 changed files with 3834 additions and 2497 deletions

View file

@ -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;