void BulletPhysicsServer::area_set_collision_layer(RID p_area, uint32_t p_layer) { AreaBullet *area = area_owner.get(p_area); ERR_FAIL_COND(!area); area->set_collision_layer(p_layer); }
RID BulletPhysicsServer::area_create() { AreaBullet *area = bulletnew(AreaBullet); area->set_collision_layer(1); area->set_collision_mask(1); CreateThenReturnRID(area_owner, area) }