c7bc44d5ad
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
257 lines
7.3 KiB
C++
257 lines
7.3 KiB
C++
/*************************************************************************/
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/* ray_cast.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "ray_cast.h"
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#include "servers/physics_server.h"
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#include "collision_object.h"
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void RayCast::set_cast_to(const Vector3& p_point) {
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cast_to=p_point;
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if (is_inside_tree() && (get_tree()->is_editor_hint() || get_tree()->is_debugging_collisions_hint()))
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update_gizmo();
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}
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Vector3 RayCast::get_cast_to() const{
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return cast_to;
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}
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void RayCast::set_layer_mask(uint32_t p_mask) {
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layer_mask=p_mask;
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}
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uint32_t RayCast::get_layer_mask() const {
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return layer_mask;
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}
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void RayCast::set_type_mask(uint32_t p_mask) {
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type_mask=p_mask;
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}
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uint32_t RayCast::get_type_mask() const {
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return type_mask;
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}
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bool RayCast::is_colliding() const{
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return collided;
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}
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Object *RayCast::get_collider() const{
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if (against==0)
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return NULL;
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return ObjectDB::get_instance(against);
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}
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int RayCast::get_collider_shape() const {
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return against_shape;
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}
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Vector3 RayCast::get_collision_point() const{
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return collision_point;
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}
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Vector3 RayCast::get_collision_normal() const{
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return collision_normal;
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}
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void RayCast::set_enabled(bool p_enabled) {
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enabled=p_enabled;
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if (is_inside_tree() && !get_tree()->is_editor_hint())
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set_fixed_process(p_enabled);
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if (!p_enabled)
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collided=false;
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}
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bool RayCast::is_enabled() const {
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return enabled;
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}
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void RayCast::_notification(int p_what) {
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switch(p_what) {
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case NOTIFICATION_ENTER_TREE: {
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if (enabled && !get_tree()->is_editor_hint()) {
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set_fixed_process(true);
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} else
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set_fixed_process(false);
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} break;
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case NOTIFICATION_EXIT_TREE: {
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if (enabled) {
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set_fixed_process(false);
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}
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} break;
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case NOTIFICATION_FIXED_PROCESS: {
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if (!enabled)
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break;
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_update_raycast_state();
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} break;
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}
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}
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void RayCast::_update_raycast_state(){
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Ref<World> w3d = get_world();
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ERR_FAIL_COND( w3d.is_null() );
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PhysicsDirectSpaceState *dss = PhysicsServer::get_singleton()->space_get_direct_state(w3d->get_space());
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ERR_FAIL_COND( !dss );
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Transform gt = get_global_transform();
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Vector3 to = cast_to;
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if (to==Vector3())
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to=Vector3(0,0.01,0);
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PhysicsDirectSpaceState::RayResult rr;
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if (dss->intersect_ray(gt.get_origin(),gt.xform(to),rr,exclude, layer_mask, type_mask)) {
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collided=true;
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against=rr.collider_id;
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collision_point=rr.position;
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collision_normal=rr.normal;
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against_shape=rr.shape;
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} else {
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collided=false;
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}
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}
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void RayCast::force_raycast_update() {
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_update_raycast_state();
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}
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void RayCast::add_exception_rid(const RID& p_rid) {
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exclude.insert(p_rid);
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}
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void RayCast::add_exception(const Object* p_object){
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ERR_FAIL_NULL(p_object);
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CollisionObject *co=((Object*)p_object)->cast_to<CollisionObject>();
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if (!co)
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return;
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add_exception_rid(co->get_rid());
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}
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void RayCast::remove_exception_rid(const RID& p_rid) {
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exclude.erase(p_rid);
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}
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void RayCast::remove_exception(const Object* p_object){
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ERR_FAIL_NULL(p_object);
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CollisionObject *co=((Object*)p_object)->cast_to<CollisionObject>();
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if (!co)
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return;
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remove_exception_rid(co->get_rid());
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}
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void RayCast::clear_exceptions(){
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exclude.clear();
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}
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void RayCast::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("set_enabled","enabled"),&RayCast::set_enabled);
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ObjectTypeDB::bind_method(_MD("is_enabled"),&RayCast::is_enabled);
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ObjectTypeDB::bind_method(_MD("set_cast_to","local_point"),&RayCast::set_cast_to);
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ObjectTypeDB::bind_method(_MD("get_cast_to"),&RayCast::get_cast_to);
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ObjectTypeDB::bind_method(_MD("is_colliding"),&RayCast::is_colliding);
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ObjectTypeDB::bind_method(_MD("force_raycast_update"),&RayCast::force_raycast_update);
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ObjectTypeDB::bind_method(_MD("get_collider"),&RayCast::get_collider);
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ObjectTypeDB::bind_method(_MD("get_collider_shape"),&RayCast::get_collider_shape);
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ObjectTypeDB::bind_method(_MD("get_collision_point"),&RayCast::get_collision_point);
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ObjectTypeDB::bind_method(_MD("get_collision_normal"),&RayCast::get_collision_normal);
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ObjectTypeDB::bind_method(_MD("add_exception_rid","rid"),&RayCast::add_exception_rid);
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ObjectTypeDB::bind_method(_MD("add_exception","node"),&RayCast::add_exception);
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ObjectTypeDB::bind_method(_MD("remove_exception_rid","rid"),&RayCast::remove_exception_rid);
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ObjectTypeDB::bind_method(_MD("remove_exception","node"),&RayCast::remove_exception);
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ObjectTypeDB::bind_method(_MD("clear_exceptions"),&RayCast::clear_exceptions);
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ObjectTypeDB::bind_method(_MD("set_layer_mask","mask"),&RayCast::set_layer_mask);
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ObjectTypeDB::bind_method(_MD("get_layer_mask"),&RayCast::get_layer_mask);
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ObjectTypeDB::bind_method(_MD("set_type_mask","mask"),&RayCast::set_type_mask);
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ObjectTypeDB::bind_method(_MD("get_type_mask"),&RayCast::get_type_mask);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL,"enabled"),_SCS("set_enabled"),_SCS("is_enabled"));
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3,"cast_to"),_SCS("set_cast_to"),_SCS("get_cast_to"));
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ADD_PROPERTY(PropertyInfo(Variant::INT,"layer_mask",PROPERTY_HINT_ALL_FLAGS),_SCS("set_layer_mask"),_SCS("get_layer_mask"));
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ADD_PROPERTY(PropertyInfo(Variant::INT,"type_mask",PROPERTY_HINT_FLAGS,"Static,Kinematic,Rigid,Character,Area"),_SCS("set_type_mask"),_SCS("get_type_mask"));
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}
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RayCast::RayCast() {
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enabled=false;
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against=0;
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collided=false;
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against_shape=0;
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layer_mask=1;
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type_mask=PhysicsDirectSpaceState::TYPE_MASK_COLLISION;
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cast_to=Vector3(0,-1,0);
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}
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