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PhysicsServer2D and PhysicsServer3D: make body_set_state_sync_callback take a Callable
Prefer Callable to a C-style callback. This is helpful for GDExtension.
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21 changed files with 47 additions and 101 deletions
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@ -137,8 +137,7 @@ class GodotBody2D : public GodotCollisionObject2D {
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Vector<Contact> contacts; //no contacts by default
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int contact_count = 0;
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void *body_state_callback_instance = nullptr;
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PhysicsServer2D::BodyStateCallback body_state_callback = nullptr;
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Callable body_state_callback;
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struct ForceIntegrationCallbackData {
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Callable callable;
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@ -156,7 +155,7 @@ class GodotBody2D : public GodotCollisionObject2D {
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friend class GodotPhysicsDirectBodyState2D; // i give up, too many functions to expose
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public:
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void set_state_sync_callback(void *p_instance, PhysicsServer2D::BodyStateCallback p_callback);
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void set_state_sync_callback(const Callable &p_callable);
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void set_force_integration_callback(const Callable &p_callable, const Variant &p_udata = Variant());
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GodotPhysicsDirectBodyState2D *get_direct_state();
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