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author | reduz <juan@okamstudio.com> | 2015-09-15 22:07:03 -0300 |
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committer | reduz <juan@okamstudio.com> | 2015-09-15 22:07:03 -0300 |
commit | 2580ca01e6b73a54def5a8f6e61d19509d3278ee (patch) | |
tree | 1cbe33b030a308a461dab8070bbe80b48c23d5c5 /demos/2d/dynamic_collision_shapes/dynamic_colobjs.scn | |
parent | 4773c19e6099a29fc19f566f6c590330e223c6d0 (diff) |
Ability to keep collisionshapes and collisionpolygons when running the game.
Works for 2D and 3D
These are still just helpers in case you want to animate them or access them
directly.
Modifying the real shapes is still done via CollisionObject and CollisionObject2D APIs
But an API was added so you can query which shapes from CollisionObject correspond to which CollisionShape.
Have Fun!
Diffstat (limited to 'demos/2d/dynamic_collision_shapes/dynamic_colobjs.scn')
-rw-r--r-- | demos/2d/dynamic_collision_shapes/dynamic_colobjs.scn | bin | 0 -> 4348 bytes |
1 files changed, 0 insertions, 0 deletions
diff --git a/demos/2d/dynamic_collision_shapes/dynamic_colobjs.scn b/demos/2d/dynamic_collision_shapes/dynamic_colobjs.scn Binary files differnew file mode 100644 index 0000000000..e6d1ebf9cf --- /dev/null +++ b/demos/2d/dynamic_collision_shapes/dynamic_colobjs.scn |