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authorPouleyKetchoupp <pouleyketchoup@gmail.com>2021-05-19 18:14:33 -0700
committerPouleyKetchoupp <pouleyketchoup@gmail.com>2021-06-04 11:40:36 -0700
commitba13d23140cb008cc4ca204fa92adefdddc2d2b2 (patch)
treedb6c5ebdc3f9606e1887a974cb5aea09d9d6a67c /scene/2d/collision_object_2d.h
parent766c6dbb24c736eb1e24ca69eb15398eac654c2c (diff)
downloadredot-engine-ba13d23140cb008cc4ca204fa92adefdddc2d2b2.tar.gz
KinematicBody split between new CharacterBody and PhysicsBody
PhysicsBody now has methods move_and_collide/test_move and needed properties for these methods: safe margin, locked axes (3D only). Moved collision_exceptions from StaticBody to PhysicsBody for 3D (same as 2D, and conforms to documentation). RigidBody doesn't have test_motion method anymore, it's now redundant with PhysicsBody.test_move.
Diffstat (limited to 'scene/2d/collision_object_2d.h')
-rw-r--r--scene/2d/collision_object_2d.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/scene/2d/collision_object_2d.h b/scene/2d/collision_object_2d.h
index bb1a9dfcf5..e10f3097d9 100644
--- a/scene/2d/collision_object_2d.h
+++ b/scene/2d/collision_object_2d.h
@@ -62,7 +62,7 @@ class CollisionObject2D : public Node2D {
int total_subshapes = 0;
Map<uint32_t, ShapeData> shapes;
- bool only_update_transform_changes = false; //this is used for sync physics in KinematicBody
+ bool only_update_transform_changes = false; //this is used for sync physics in CharacterBody2D
protected:
CollisionObject2D(RID p_rid, bool p_area);
@@ -77,6 +77,7 @@ protected:
void _mouse_exit();
void set_only_update_transform_changes(bool p_enable);
+ bool is_only_update_transform_changes_enabled() const;
public:
void set_collision_layer(uint32_t p_layer);