summaryrefslogtreecommitdiff
path: root/servers/physics/collision_object_sw.h
diff options
context:
space:
mode:
authorJuan Linietsky <reduzio@gmail.com>2014-10-03 00:10:51 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-10-03 00:10:51 -0300
commitb24fe3dd206ce391ec4c5f68d32fc2259f275563 (patch)
tree5d05b14d21ba1c8a484f9b7f3739a63f42ca082d /servers/physics/collision_object_sw.h
parent870c075ebf67749b21b6cc0c705088bbe273f1bb (diff)
Huge Amount of BugFix
-=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
Diffstat (limited to 'servers/physics/collision_object_sw.h')
-rw-r--r--servers/physics/collision_object_sw.h6
1 files changed, 6 insertions, 0 deletions
diff --git a/servers/physics/collision_object_sw.h b/servers/physics/collision_object_sw.h
index e717cc257c..98d05538a8 100644
--- a/servers/physics/collision_object_sw.h
+++ b/servers/physics/collision_object_sw.h
@@ -94,6 +94,9 @@ protected:
virtual void _shapes_changed()=0;
void _set_space(SpaceSW *space);
+ bool ray_pickable;
+
+
CollisionObjectSW(Type p_type);
public:
@@ -119,6 +122,9 @@ public:
_FORCE_INLINE_ Transform get_inv_transform() const { return inv_transform; }
_FORCE_INLINE_ SpaceSW* get_space() const { return space; }
+ _FORCE_INLINE_ void set_ray_pickable(bool p_enable) { ray_pickable=p_enable; }
+ _FORCE_INLINE_ bool is_ray_pickable() const { return ray_pickable; }
+
_FORCE_INLINE_ void set_layer_mask(uint32_t p_mask) { layer_mask=p_mask; }
_FORCE_INLINE_ uint32_t get_layer_mask() const { return layer_mask; }