diff options
author | Juan Linietsky <reduzio@gmail.com> | 2017-06-23 23:30:43 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2017-06-23 23:39:52 -0300 |
commit | 6ba1e4677ba15992c750bddffcb9f1eacd1558a1 (patch) | |
tree | 78e6c53f5279a76fc589544ad3c241c2648af66b /scene/2d/physics_body_2d.h | |
parent | 683f50bef476fbe630f893876e709ad03348b2c3 (diff) |
-Trigger shapes removed in 2D, they became obsolete long ago when areas could detect their own overlap
-Added ability to disable individual collisionshape/polygon
-Moved One Way Collision to shape, allowing more flexibility
-Changed internals of CollisionObject, shapes are generated from child nodes on the fly, not stored inside any longer.
-Modifying a CollisionPolygon2D on the fly now works, it can even be animated.
Will port this to 3D once well tested. Have fun!
Diffstat (limited to 'scene/2d/physics_body_2d.h')
-rw-r--r-- | scene/2d/physics_body_2d.h | 8 |
1 files changed, 0 insertions, 8 deletions
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h index 50c9865f18..9871a56fe2 100644 --- a/scene/2d/physics_body_2d.h +++ b/scene/2d/physics_body_2d.h @@ -40,8 +40,6 @@ class PhysicsBody2D : public CollisionObject2D { uint32_t collision_layer; uint32_t collision_mask; - Vector2 one_way_collision_direction; - float one_way_collision_max_depth; void _set_layers(uint32_t p_mask); uint32_t _get_layers() const; @@ -68,12 +66,6 @@ public: void add_collision_exception_with(Node *p_node); //must be physicsbody void remove_collision_exception_with(Node *p_node); - void set_one_way_collision_direction(const Vector2 &p_dir); - Vector2 get_one_way_collision_direction() const; - - void set_one_way_collision_max_depth(float p_dir); - float get_one_way_collision_max_depth() const; - PhysicsBody2D(); }; |