Fix uninitialized members in physics query results

This commit is contained in:
PouleyKetchoupp 2021-06-07 10:46:24 -07:00
parent 69e6d65295
commit 19dee4702a
2 changed files with 10 additions and 10 deletions

View file

@ -164,8 +164,8 @@ public:
Vector2 normal; Vector2 normal;
RID rid; RID rid;
ObjectID collider_id; ObjectID collider_id;
Object *collider; Object *collider = nullptr;
int shape; int shape = 0;
Variant metadata; Variant metadata;
}; };
@ -174,8 +174,8 @@ public:
struct ShapeResult { struct ShapeResult {
RID rid; RID rid;
ObjectID collider_id; ObjectID collider_id;
Object *collider; Object *collider = nullptr;
int shape; int shape = 0;
Variant metadata; Variant metadata;
}; };
@ -193,7 +193,7 @@ public:
Vector2 normal; Vector2 normal;
RID rid; RID rid;
ObjectID collider_id; ObjectID collider_id;
int shape; int shape = 0;
Vector2 linear_velocity; //velocity at contact point Vector2 linear_velocity; //velocity at contact point
Variant metadata; Variant metadata;
}; };

View file

@ -157,8 +157,8 @@ public:
struct ShapeResult { struct ShapeResult {
RID rid; RID rid;
ObjectID collider_id; ObjectID collider_id;
Object *collider; Object *collider = nullptr;
int shape; int shape = 0;
}; };
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; 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;
@ -168,8 +168,8 @@ public:
Vector3 normal; Vector3 normal;
RID rid; RID rid;
ObjectID collider_id; ObjectID collider_id;
Object *collider; Object *collider = nullptr;
int shape; int shape = 0;
}; };
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; 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;
@ -181,7 +181,7 @@ public:
Vector3 normal; Vector3 normal;
RID rid; RID rid;
ObjectID collider_id; ObjectID collider_id;
int shape; int shape = 0;
Vector3 linear_velocity; //velocity at contact point Vector3 linear_velocity; //velocity at contact point
}; };