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Fix uninitialized members in physics query results
(cherry picked from commit c6bd0fd0f7)
This commit is contained in:
committed by
Rémi Verschelde
parent
089fde5c59
commit
fab9c19d2e
@@ -164,9 +164,9 @@ public:
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Vector2 position;
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Vector2 position;
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Vector2 normal;
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Vector2 normal;
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RID rid;
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RID rid;
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ObjectID collider_id;
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ObjectID collider_id = 0;
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Object *collider;
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Object *collider = nullptr;
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int shape;
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int shape = 0;
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Variant metadata;
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Variant metadata;
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};
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};
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@@ -175,9 +175,9 @@ public:
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struct ShapeResult {
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struct ShapeResult {
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RID rid;
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RID rid;
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ObjectID collider_id;
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ObjectID collider_id = 0;
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Object *collider;
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Object *collider = nullptr;
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int shape;
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int shape = 0;
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Variant metadata;
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Variant metadata;
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};
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};
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@@ -195,8 +195,8 @@ public:
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Vector2 point;
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Vector2 point;
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Vector2 normal;
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Vector2 normal;
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RID rid;
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RID rid;
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ObjectID collider_id;
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ObjectID collider_id = 0;
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int shape;
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int shape = 0;
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Vector2 linear_velocity; //velocity at contact point
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Vector2 linear_velocity; //velocity at contact point
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Variant metadata;
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Variant metadata;
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};
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};
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@@ -158,9 +158,9 @@ public:
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struct ShapeResult {
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struct ShapeResult {
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RID rid;
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RID rid;
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ObjectID collider_id;
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ObjectID collider_id = 0;
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Object *collider;
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Object *collider = nullptr;
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int shape;
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int shape = 0;
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};
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};
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virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
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virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
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@@ -170,9 +170,9 @@ public:
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Vector3 position;
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Vector3 position;
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Vector3 normal;
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Vector3 normal;
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RID rid;
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RID rid;
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ObjectID collider_id;
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ObjectID collider_id = 0;
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Object *collider;
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Object *collider = nullptr;
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int shape;
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int shape = 0;
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};
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};
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virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_ray = false) = 0;
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virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_ray = false) = 0;
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@@ -184,8 +184,8 @@ public:
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Vector3 point;
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Vector3 point;
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Vector3 normal;
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Vector3 normal;
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RID rid;
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RID rid;
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ObjectID collider_id;
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ObjectID collider_id = 0;
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int shape;
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int shape = 0;
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Vector3 linear_velocity; //velocity at contact point
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Vector3 linear_velocity; //velocity at contact point
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};
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};
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