From 247e7ed716a4c0bd5140c2b2a938f7118e84fb14 Mon Sep 17 00:00:00 2001 From: Juan Linietsky Date: Tue, 2 Sep 2014 23:13:40 -0300 Subject: 3D Physics and Other Stuff -=-=-=-=-=-=-=-=-=-=-=-=-= -New Vehicle (Based on Bullet's RaycastVehicle) - Vehiclebody/VehicleWheel. Demo will come soon, old vehicle (CarBody) will go away soon too. -A lot of fixes to the 3D physics engine -Added KinematicBody with demo -Fixed the space query API for 2D (demo will come soon). 3D is WIP. -Fixed long-standing bug with body_enter/body_exit for Area and Area2D -Performance variables now includes physics (active bodies, collision pairs and islands) -Ability to see what's inside of instanced scenes! -Fixed Blend Shapes (no bs+skeleton yet) -Added an Android JavaClassWrapper singleton for using Android native classes directly from GDScript. This is very Alpha! --- servers/physics/collision_solver_sat.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'servers/physics/collision_solver_sat.h') diff --git a/servers/physics/collision_solver_sat.h b/servers/physics/collision_solver_sat.h index 5023a17810..eeba53f160 100644 --- a/servers/physics/collision_solver_sat.h +++ b/servers/physics/collision_solver_sat.h @@ -32,6 +32,6 @@ #include "collision_solver_sw.h" -bool sat_calculate_penetration(const ShapeSW *p_shape_A, const Transform& p_transform_A, const ShapeSW *p_shape_B, const Transform& p_transform_B, CollisionSolverSW::CallbackResult p_result_callback,void *p_userdata, bool p_swap=false,Vector3* r_prev_axis=NULL); +bool sat_calculate_penetration(const ShapeSW *p_shape_A, const Transform& p_transform_A, const ShapeSW *p_shape_B, const Transform& p_transform_B, CollisionSolverSW::CallbackResult p_result_callback,void *p_userdata, bool p_swap=false,Vector3* r_prev_axis=NULL,float p_margin_a=0,float p_margin_b=0); #endif // COLLISION_SOLVER_SAT_H -- cgit v1.2.3