Add collision weight to PhysicsBody for penetrations must be avoided
Co-authored-by: Juan Linietsky <reduzio@gmail.com>
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@ -196,6 +196,9 @@ void PhysicsServer3DExtension::_bind_methods() {
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GDVIRTUAL_BIND(_body_set_collision_mask, "body", "mask");
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GDVIRTUAL_BIND(_body_get_collision_mask, "body");
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GDVIRTUAL_BIND(_body_set_collision_priority, "body", "priority");
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GDVIRTUAL_BIND(_body_get_collision_priority, "body");
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GDVIRTUAL_BIND(_body_add_shape, "body", "shape", "transform", "disabled");
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GDVIRTUAL_BIND(_body_set_shape, "body", "shape_idx", "shape");
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GDVIRTUAL_BIND(_body_set_shape_transform, "body", "shape_idx", "transform");
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@ -319,6 +319,9 @@ public:
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EXBIND2(body_set_collision_mask, RID, uint32_t)
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EXBIND1RC(uint32_t, body_get_collision_mask, RID)
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EXBIND2(body_set_collision_priority, RID, real_t)
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EXBIND1RC(real_t, body_get_collision_priority, RID)
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EXBIND2(body_set_user_flags, RID, uint32_t)
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EXBIND1RC(uint32_t, body_get_user_flags, RID)
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