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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 /servers/physics_server_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 'servers/physics_server_3d.h')
-rw-r--r--servers/physics_server_3d.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h
index 14d395e714..c2fdb0a19b 100644
--- a/servers/physics_server_3d.h
+++ b/servers/physics_server_3d.h
@@ -492,7 +492,6 @@ public:
ObjectID collider_id;
RID collider;
int collider_shape = 0;
- Variant collider_metadata;
real_t get_angle(Vector3 p_up_direction) const {
return Math::acos(normal.dot(p_up_direction));