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| author | reduz | 2015-09-15 22:07:03 -0300 |
|---|---|---|
| committer | reduz | 2015-09-15 22:07:03 -0300 |
| commit | 2580ca01e6b73a54def5a8f6e61d19509d3278ee (patch) | |
| tree | 1cbe33b030a308a461dab8070bbe80b48c23d5c5 /scene/2d/canvas_item.cpp | |
| parent | 4773c19e6099a29fc19f566f6c590330e223c6d0 (diff) | |
| download | godot-2580ca01e6b73a54def5a8f6e61d19509d3278ee.tar.gz godot-2580ca01e6b73a54def5a8f6e61d19509d3278ee.tar.zst godot-2580ca01e6b73a54def5a8f6e61d19509d3278ee.zip | |
Ability to keep collisionshapes and collisionpolygons when running the game.
Works for 2D and 3D
These are still just helpers in case you want to animate them or access them
directly.
Modifying the real shapes is still done via CollisionObject and CollisionObject2D APIs
But an API was added so you can query which shapes from CollisionObject correspond to which CollisionShape.
Have Fun!
Diffstat (limited to 'scene/2d/canvas_item.cpp')
| -rw-r--r-- | scene/2d/canvas_item.cpp | 9 |
1 files changed, 9 insertions, 0 deletions
diff --git a/scene/2d/canvas_item.cpp b/scene/2d/canvas_item.cpp index 92d5088b8..49229ba50 100644 --- a/scene/2d/canvas_item.cpp +++ b/scene/2d/canvas_item.cpp @@ -1172,6 +1172,14 @@ Matrix32 CanvasItem::get_viewport_transform() const { } +void CanvasItem::set_notify_local_transform(bool p_enable) { + notify_local_transform=p_enable; +} + +bool CanvasItem::is_local_transform_notification_enabled() const { + return notify_local_transform; +} + CanvasItem::CanvasItem() : xform_change(this) { @@ -1191,6 +1199,7 @@ CanvasItem::CanvasItem() : xform_change(this) { canvas_layer=NULL; use_parent_material=false; global_invalid=true; + notify_local_transform=false; light_mask=1; C=NULL; |
