Browse Source

Revert "Allow Area2D and 3D mouse events without a collision layer"

This reverts commit 7eebb06b5571437828d8c5099558c303c72cd1f4.
Rémi Verschelde 5 years ago
parent
commit
c845e20add

+ 4 - 4
doc/classes/CollisionObject2D.xml

@@ -217,7 +217,7 @@
 	</methods>
 	<members>
 		<member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" default="true">
-			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.
+			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.
 		</member>
 	</members>
 	<signals>
@@ -229,17 +229,17 @@
 			<argument index="2" name="shape_idx" type="int">
 			</argument>
 			<description>
-				Emitted when an input event occurs and [code]input_pickable[/code] is [code]true[/code]. See [method _input_event] for details.
+				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.
 			</description>
 		</signal>
 		<signal name="mouse_entered">
 			<description>
-				Emitted when the mouse pointer enters any of this object's shapes.
+				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.
 			</description>
 		</signal>
 		<signal name="mouse_exited">
 			<description>
-				Emitted when the mouse pointer exits all this object's shapes.
+				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.
 			</description>
 		</signal>
 	</signals>

+ 1 - 1
modules/bullet/godot_result_callbacks.cpp

@@ -57,7 +57,7 @@ bool GodotFilterCallback::needBroadphaseCollision(btBroadphaseProxy *proxy0, btB
 
 bool GodotClosestRayResultCallback::needsCollision(btBroadphaseProxy *proxy0) const {
 	const bool needs = GodotFilterCallback::test_collision_filters(m_collisionFilterGroup, m_collisionFilterMask, proxy0->m_collisionFilterGroup, proxy0->m_collisionFilterMask);
-	if (m_pickRay || needs) {
+	if (needs) {
 		btCollisionObject *btObj = static_cast<btCollisionObject *>(proxy0->m_clientObject);
 		CollisionObjectBullet *gObj = static_cast<CollisionObjectBullet *>(btObj->getUserPointer());
 

+ 3 - 4
servers/physics_2d/space_2d_sw.cpp

@@ -34,9 +34,8 @@
 #include "core/os/os.h"
 #include "core/pair.h"
 #include "physics_server_2d_sw.h"
-
-_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) {
-	if (!p_ignore_layers && !(p_object->get_collision_layer() & p_collision_mask)) {
+_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) {
+	if (!(p_object->get_collision_layer() & p_collision_mask)) {
 		return false;
 	}
 
@@ -65,7 +64,7 @@ int PhysicsDirectSpaceState2DSW::_intersect_point_impl(const Vector2 &p_point, S
 	int cc = 0;
 
 	for (int i = 0; i < amount; i++) {
-		if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas, p_filter_by_canvas)) {
+		if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
 			continue;
 		}
 

+ 3 - 3
servers/physics_3d/space_3d_sw.cpp

@@ -34,8 +34,8 @@
 #include "core/project_settings.h"
 #include "physics_server_3d_sw.h"
 
-_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) {
-	if (!p_ignore_layers && !(p_object->get_collision_layer() & p_collision_mask)) {
+_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) {
+	if (!(p_object->get_collision_layer() & p_collision_mask)) {
 		return false;
 	}
 
@@ -117,7 +117,7 @@ bool PhysicsDirectSpaceState3DSW::intersect_ray(const Vector3 &p_from, const Vec
 	real_t min_d = 1e10;
 
 	for (int i = 0; i < amount; i++) {
-		if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas, p_pick_ray)) {
+		if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
 			continue;
 		}