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authorJuan Linietsky <reduzio@gmail.com>2014-10-14 01:01:25 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-10-14 01:01:25 -0300
commita84ba9c853f972f8e666b17f3e0f875b7282e6c1 (patch)
tree70a5d44acbecc93011333d13dd51b1786d42eae3 /scene/3d/physics_body.h
parent13a848e332092b40956739a08fa0dac3357db950 (diff)
downloadredot-engine-a84ba9c853f972f8e666b17f3e0f875b7282e6c1.tar.gz
Collada
-=-=-=- -Fixed some DAE import & export bugs -Changed Collada exporter to use the mesh loops API -Added tangent export to Collada exporter -Added triangulation option to Collada exporter -Changed a little how normalmaps are handled in shader. Not sure if it's working properly, be careful. -Fixed some strange bug with kinematic bodies #776 -Fix release compilaiton issues #782
Diffstat (limited to 'scene/3d/physics_body.h')
-rw-r--r--scene/3d/physics_body.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/scene/3d/physics_body.h b/scene/3d/physics_body.h
index 951aaf4da3..1615fdd1d4 100644
--- a/scene/3d/physics_body.h
+++ b/scene/3d/physics_body.h
@@ -266,6 +266,7 @@ class KinematicBody : public PhysicsBody {
Vector3 normal;
Vector3 collider_vel;
ObjectID collider;
+ int collider_shape;
Variant _get_collider() const;
@@ -291,6 +292,7 @@ public:
Vector3 get_collision_normal() const;
Vector3 get_collider_velocity() const;
ObjectID get_collider() const;
+ int get_collider_shape() const;
void set_collide_with_static_bodies(bool p_enable);
bool can_collide_with_static_bodies() const;