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Add collision weight to PhysicsBody for penetrations must be avoided
Co-authored-by: Juan Linietsky <reduzio@gmail.com>
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@@ -65,6 +65,7 @@ private:
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bool use_collision = false;
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uint32_t collision_layer = 1;
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uint32_t collision_mask = 1;
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real_t collision_priority = 1.0;
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Ref<ConcavePolygonShape3D> root_collision_shape;
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RID root_collision_instance;
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@@ -144,6 +145,9 @@ public:
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void set_collision_mask_value(int p_layer_number, bool p_value);
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bool get_collision_mask_value(int p_layer_number) const;
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void set_collision_priority(real_t p_priority);
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real_t get_collision_priority() const;
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void set_snap(float p_snap);
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float get_snap() const;
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