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authorAndrea Catania <info@andreacatania.com>2018-08-14 19:20:48 +0200
committerAndrea Catania <info@andreacatania.com>2018-08-19 13:45:23 +0200
commit0010d9c82a89e89fc1bc83e806f59f34f3deb893 (patch)
treeaade002a85aa3d8343210ddbcaa61e3049075fec /scene/2d/physics_body_2d.h
parent9826456f2e78b3502f646ffa5445c76c6d31f7ea (diff)
downloadredot-engine-0010d9c82a89e89fc1bc83e806f59f34f3deb893.tar.gz
Added ray shape and move_and_slide with snapping on 3D.
Added stop_on_slope on 2d part
Diffstat (limited to 'scene/2d/physics_body_2d.h')
-rw-r--r--scene/2d/physics_body_2d.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h
index 0a2ce0918b..852963a721 100644
--- a/scene/2d/physics_body_2d.h
+++ b/scene/2d/physics_body_2d.h
@@ -338,8 +338,8 @@ public:
void set_safe_margin(float p_margin);
float get_safe_margin() const;
- Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction = Vector2(0, 0), bool p_infinite_inertia = true, float p_slope_stop_min_velocity = 5, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45));
- Vector2 move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_floor_direction = Vector2(0, 0), bool p_infinite_inertia = true, float p_slope_stop_min_velocity = 5, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45));
+ Vector2 move_and_slide(const Vector2 &p_linear_velocity, const Vector2 &p_floor_direction = Vector2(0, 0), bool p_infinite_inertia = true, bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45));
+ Vector2 move_and_slide_with_snap(const Vector2 &p_linear_velocity, const Vector2 &p_snap, const Vector2 &p_floor_direction = Vector2(0, 0), bool p_infinite_inertia = true, bool p_stop_on_slope = false, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45));
bool is_on_floor() const;
bool is_on_wall() const;
bool is_on_ceiling() const;