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authorPouleyKetchoupp <pouleyketchoup@gmail.com>2021-09-30 10:45:36 -0700
committerPouleyKetchoupp <pouleyketchoup@gmail.com>2021-09-30 10:45:36 -0700
commitd0ec46be682ef262c4d2518fd15237df0261f67b (patch)
tree2bc86f59f092e5bbffa5a290b83ad29b1310f427 /scene/3d/physics_body_3d.h
parent767bde8c28fb09fb1e08f94d8b67076d4b7c4085 (diff)
downloadredot-engine-d0ec46be682ef262c4d2518fd15237df0261f67b.tar.gz
Remove shape metadata from 2D physics server
Shape metadata was only used to get tile information when colliding with tilemaps. It's not needed anymore since there's an API in tilemap using body ids instead.
Diffstat (limited to 'scene/3d/physics_body_3d.h')
-rw-r--r--scene/3d/physics_body_3d.h2
1 files changed, 0 insertions, 2 deletions
diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h
index 0f25d2469f..916b2cd464 100644
--- a/scene/3d/physics_body_3d.h
+++ b/scene/3d/physics_body_3d.h
@@ -485,7 +485,6 @@ public:
Object *get_collider_shape(int p_collision_index = 0) const;
int get_collider_shape_index(int p_collision_index = 0) const;
Vector3 get_collider_velocity(int p_collision_index = 0) const;
- Variant get_collider_metadata(int p_collision_index = 0) const;
Vector3 get_best_position() const;
Vector3 get_best_normal() const;
@@ -496,7 +495,6 @@ public:
Object *get_best_collider_shape() const;
int get_best_collider_shape_index() const;
Vector3 get_best_collider_velocity() const;
- Variant get_best_collider_metadata() const;
};
class PhysicalBone3D : public PhysicsBody3D {