Merge pull request #40193 from KoBeWi/dem_pikks
Allow Area2D and 3D mouse events without collision layer
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d0cea291d2
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@ -216,8 +216,8 @@
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</method>
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</methods>
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<members>
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<member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" default="true">
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If [code]true[/code], this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one [code]collision_layer[/code] bit to be set.
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<member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable">
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If [code]true[/code], this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events.
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</member>
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</members>
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<signals>
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@ -229,17 +229,17 @@
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<argument index="2" name="shape_idx" type="int">
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</argument>
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<description>
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Emitted when an input event occurs. Requires [member input_pickable] to be [code]true[/code] and at least one [code]collision_layer[/code] bit to be set. See [method _input_event] for details.
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Emitted when an input event occurs and [code]input_pickable[/code] is [code]true[/code]. See [method _input_event] for details.
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</description>
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</signal>
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<signal name="mouse_entered">
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<description>
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Emitted when the mouse pointer enters any of this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [code]collision_layer[/code] bit to be set.
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Emitted when the mouse pointer enters any of this object's shapes.
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</description>
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</signal>
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<signal name="mouse_exited">
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<description>
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Emitted when the mouse pointer exits all this object's shapes. Requires [member input_pickable] to be [code]true[/code] and at least one [code]collision_layer[/code] bit to be set.
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Emitted when the mouse pointer exits all this object's shapes.
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</description>
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</signal>
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</signals>
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@ -57,7 +57,7 @@ bool GodotFilterCallback::needBroadphaseCollision(btBroadphaseProxy *proxy0, btB
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bool GodotClosestRayResultCallback::needsCollision(btBroadphaseProxy *proxy0) const {
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const bool needs = GodotFilterCallback::test_collision_filters(m_collisionFilterGroup, m_collisionFilterMask, proxy0->m_collisionFilterGroup, proxy0->m_collisionFilterMask);
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if (needs) {
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if (m_pickRay || needs) {
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btCollisionObject *btObj = static_cast<btCollisionObject *>(proxy0->m_clientObject);
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CollisionObjectBullet *gObj = static_cast<CollisionObjectBullet *>(btObj->getUserPointer());
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@ -34,8 +34,9 @@
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#include "core/os/os.h"
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#include "core/pair.h"
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#include "physics_server_2d_sw.h"
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_FORCE_INLINE_ static bool _can_collide_with(CollisionObject2DSW *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
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if (!(p_object->get_collision_layer() & p_collision_mask)) {
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_FORCE_INLINE_ static bool _can_collide_with(CollisionObject2DSW *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_ignore_layers = false) {
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if (!p_ignore_layers && !(p_object->get_collision_layer() & p_collision_mask)) {
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return false;
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}
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@ -64,7 +65,7 @@ int PhysicsDirectSpaceState2DSW::_intersect_point_impl(const Vector2 &p_point, S
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int cc = 0;
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for (int i = 0; i < amount; i++) {
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if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
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if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas, p_filter_by_canvas)) {
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continue;
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}
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@ -34,8 +34,8 @@
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#include "core/project_settings.h"
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#include "physics_server_3d_sw.h"
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_FORCE_INLINE_ static bool _can_collide_with(CollisionObject3DSW *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
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if (!(p_object->get_collision_layer() & p_collision_mask)) {
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_FORCE_INLINE_ static bool _can_collide_with(CollisionObject3DSW *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_ignore_layers = false) {
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if (!p_ignore_layers && !(p_object->get_collision_layer() & p_collision_mask)) {
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return false;
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}
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@ -117,7 +117,7 @@ bool PhysicsDirectSpaceState3DSW::intersect_ray(const Vector3 &p_from, const Vec
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real_t min_d = 1e10;
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for (int i = 0; i < amount; i++) {
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if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
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if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas, p_pick_ray)) {
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continue;
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}
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