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synced 2024-11-27 09:16:35 +08:00
Improve/fix picking
Acknowledge mouse button events as position tellers (to make picking more solid; for instance, the touch mouse is raised with a mouse unpressed event that may have a more current position) Forget mouse position for physics if touch mouse raised (because the position known as last is no longer meaningful) Remove needless check for mouse over/exit (now there's code to inject an spurious move for cases where camera/objects have moved) Restrict 2D mouse over/exit to mouse events (including emulated from touch; true touches shouldn't trigger the signals) Fixes #26460.
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@ -355,6 +355,7 @@ void InputDefault::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool
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Ref<InputEventMouseButton> button_event;
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button_event.instance();
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button_event->set_device(-1);
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button_event->set_position(st->get_position());
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button_event->set_global_position(st->get_position());
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button_event->set_pressed(st->is_pressed());
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@ -383,6 +384,7 @@ void InputDefault::_parse_input_event_impl(const Ref<InputEvent> &p_event, bool
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Ref<InputEventMouseMotion> motion_event;
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motion_event.instance();
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motion_event->set_device(-1);
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motion_event->set_position(sd->get_position());
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motion_event->set_global_position(sd->get_position());
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motion_event->set_relative(sd->get_relative());
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@ -600,6 +602,7 @@ void InputDefault::ensure_touch_mouse_raised() {
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Ref<InputEventMouseButton> button_event;
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button_event.instance();
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button_event->set_device(-1);
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button_event->set_position(mouse_pos);
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button_event->set_global_position(mouse_pos);
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button_event->set_pressed(false);
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@ -251,31 +251,6 @@ void Viewport::_collision_object_input_event(CollisionObject *p_object, Camera *
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physics_last_id = id;
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}
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void Viewport::_test_new_mouseover(ObjectID new_collider) {
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#ifndef _3D_DISABLED
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if (new_collider != physics_object_over) {
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if (physics_object_over) {
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CollisionObject *co = Object::cast_to<CollisionObject>(ObjectDB::get_instance(physics_object_over));
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if (co) {
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co->_mouse_exit();
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}
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}
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if (new_collider) {
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CollisionObject *co = Object::cast_to<CollisionObject>(ObjectDB::get_instance(new_collider));
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if (co) {
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co->_mouse_enter();
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}
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}
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physics_object_over = new_collider;
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}
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#endif
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}
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void Viewport::_notification(int p_what) {
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switch (p_what) {
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@ -424,18 +399,19 @@ void Viewport::_notification(int p_what) {
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bool discard_empty_motion = false;
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{ // if no motion event exists, create a new one. This is necessary because objects or camera may have moved.
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if (physics_has_last_mousepos) {
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// if no mouse event exists, create a motion one. This is necessary because objects or camera may have moved.
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// while this extra event is sent, it is checked if both camera and last object and last ID did not move. If nothing changed, the event is discarded to avoid flooding with unnecessary motion events every frame
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bool has_mouse_motion = false;
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bool has_mouse_event = false;
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for (List<Ref<InputEvent> >::Element *E = physics_picking_events.front(); E; E = E->next()) {
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Ref<InputEventMouseMotion> mm = E->get();
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if (mm.is_valid()) {
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has_mouse_motion = true;
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Ref<InputEventMouse> m = E->get();
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if (m.is_valid()) {
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has_mouse_event = true;
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break;
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}
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}
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if (!has_mouse_motion && physics_has_last_mousepos) {
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if (!has_mouse_event) {
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Ref<InputEventMouseMotion> mm;
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mm.instance();
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mm->set_global_position(physics_last_mousepos);
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@ -450,21 +426,21 @@ void Viewport::_notification(int p_what) {
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}
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}
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bool motion_tested = false;
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while (physics_picking_events.size()) {
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Ref<InputEvent> ev = physics_picking_events.front()->get();
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physics_picking_events.pop_front();
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Vector2 pos;
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bool is_mouse = false;
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Ref<InputEventMouseMotion> mm = ev;
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if (mm.is_valid()) {
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pos = mm->get_position();
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motion_tested = true;
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is_mouse = true;
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physics_has_last_mousepos = true;
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physics_last_mousepos = pos;
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physics_last_mouse_state.alt = mm->get_alt();
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@ -477,7 +453,12 @@ void Viewport::_notification(int p_what) {
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Ref<InputEventMouseButton> mb = ev;
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if (mb.is_valid()) {
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pos = mb->get_position();
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is_mouse = true;
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physics_has_last_mousepos = true;
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physics_last_mousepos = pos;
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physics_last_mouse_state.alt = mb->get_alt();
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physics_last_mouse_state.shift = mb->get_shift();
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physics_last_mouse_state.control = mb->get_control();
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@ -487,6 +468,11 @@ void Viewport::_notification(int p_what) {
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physics_last_mouse_state.mouse_mask |= (1 << (mb->get_button_index() - 1));
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} else {
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physics_last_mouse_state.mouse_mask &= ~(1 << (mb->get_button_index() - 1));
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// If touch mouse raised, assume we don't know last mouse pos until new events come
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if (mb->get_device() == -1) {
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physics_has_last_mousepos = false;
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}
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}
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}
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@ -540,12 +526,14 @@ void Viewport::_notification(int p_what) {
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CollisionObject2D *co = Object::cast_to<CollisionObject2D>(res[i].collider);
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if (co) {
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Map<ObjectID, uint64_t>::Element *F = physics_2d_mouseover.find(res[i].collider_id);
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if (!F) {
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F = physics_2d_mouseover.insert(res[i].collider_id, frame);
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co->_mouse_enter();
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} else {
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F->get() = frame;
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if (is_mouse) {
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Map<ObjectID, uint64_t>::Element *F = physics_2d_mouseover.find(res[i].collider_id);
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if (!F) {
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F = physics_2d_mouseover.insert(res[i].collider_id, frame);
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co->_mouse_enter();
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} else {
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F->get() = frame;
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}
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}
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co->_input_event(this, ev, res[i].shape);
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@ -554,25 +542,27 @@ void Viewport::_notification(int p_what) {
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}
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}
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List<Map<ObjectID, uint64_t>::Element *> to_erase;
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if (is_mouse) {
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List<Map<ObjectID, uint64_t>::Element *> to_erase;
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for (Map<ObjectID, uint64_t>::Element *E = physics_2d_mouseover.front(); E; E = E->next()) {
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if (E->get() != frame) {
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Object *o = ObjectDB::get_instance(E->key());
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if (o) {
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for (Map<ObjectID, uint64_t>::Element *E = physics_2d_mouseover.front(); E; E = E->next()) {
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if (E->get() != frame) {
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Object *o = ObjectDB::get_instance(E->key());
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if (o) {
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CollisionObject2D *co = Object::cast_to<CollisionObject2D>(o);
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if (co) {
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co->_mouse_exit();
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CollisionObject2D *co = Object::cast_to<CollisionObject2D>(o);
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if (co) {
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co->_mouse_exit();
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}
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}
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to_erase.push_back(E);
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}
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to_erase.push_back(E);
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}
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}
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while (to_erase.size()) {
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physics_2d_mouseover.erase(to_erase.front()->get());
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to_erase.pop_front();
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while (to_erase.size()) {
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physics_2d_mouseover.erase(to_erase.front()->get());
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to_erase.pop_front();
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}
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}
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}
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@ -634,36 +624,31 @@ void Viewport::_notification(int p_what) {
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}
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}
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if (mm.is_valid()) {
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_test_new_mouseover(new_collider);
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if (is_mouse && new_collider != physics_object_over) {
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if (physics_object_over) {
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CollisionObject *co = Object::cast_to<CollisionObject>(ObjectDB::get_instance(physics_object_over));
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if (co) {
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co->_mouse_exit();
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}
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}
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if (new_collider) {
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CollisionObject *co = Object::cast_to<CollisionObject>(ObjectDB::get_instance(new_collider));
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if (co) {
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co->_mouse_enter();
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}
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}
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physics_object_over = new_collider;
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}
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}
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last_pos = pos;
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}
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}
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}
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if (!motion_tested && camera && physics_has_last_mousepos) {
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//test anyway for mouseenter/exit because objects might move
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Vector3 from = camera->project_ray_origin(physics_last_mousepos);
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Vector3 dir = camera->project_ray_normal(physics_last_mousepos);
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PhysicsDirectSpaceState *space = PhysicsServer::get_singleton()->space_get_direct_state(find_world()->get_space());
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if (space) {
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bool col = space->intersect_ray(from, from + dir * 10000, result, Set<RID>(), 0xFFFFFFFF, true, true, true);
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ObjectID new_collider = 0;
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if (col) {
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CollisionObject *co = Object::cast_to<CollisionObject>(result.collider);
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if (co) {
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new_collider = result.collider_id;
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}
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}
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_test_new_mouseover(new_collider);
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}
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#endif
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}
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}
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@ -226,7 +226,6 @@ private:
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bool handle_input_locally;
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bool local_input_handled;
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void _test_new_mouseover(ObjectID new_collider);
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Map<ObjectID, uint64_t> physics_2d_mouseover;
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Ref<World2D> world_2d;
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