3D Physics and Other Stuff
-=-=-=-=-=-=-=-=-=-=-=-=-= -New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too. -A lot of fixes to the 3D physics engine -Added KinematicBody with demo -Fixed the space query API for 2D (demo will come soon). 3D is WIP. -Fixed long-standing bug with body_enter/body_exit for Area and Area2D -Performance variables now includes physics (active bodies, collision pairs and islands) -Ability to see what's inside of instanced scenes! -Fixed Blend Shapes (no bs+skeleton yet) -Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha!
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@ -111,6 +111,12 @@ struct Vector3 {
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_FORCE_INLINE_ real_t distance_to(const Vector3& p_b) const;
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_FORCE_INLINE_ real_t distance_squared_to(const Vector3& p_b) const;
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_FORCE_INLINE_ Vector3 slide(const Vector3& p_vec) const;
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_FORCE_INLINE_ Vector3 reflect(const Vector3& p_vec) const;
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/* Operators */
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_FORCE_INLINE_ Vector3& operator+=(const Vector3& p_v);
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@ -368,6 +374,16 @@ void Vector3::zero() {
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x=y=z=0;
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}
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Vector3 Vector3::slide(const Vector3& p_vec) const {
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return p_vec - *this * this->dot(p_vec);
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}
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Vector3 Vector3::reflect(const Vector3& p_vec) const {
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return p_vec - *this * this->dot(p_vec) * 2.0;
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}
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#endif
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#endif // VECTOR3_H
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