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| author | Juan Linietsky | 2014-05-14 01:22:15 -0300 |
|---|---|---|
| committer | Juan Linietsky | 2014-05-14 01:22:15 -0300 |
| commit | b324ff7ea584676fcc3292808d7e7ea609982f8e (patch) | |
| tree | b80e9aa0b8f2926a398e25ef904f6229cb3e28dd /servers/physics_2d/collision_object_2d_sw.h | |
| parent | 45a509282e912d85c46b40974a2deb926be5be42 (diff) | |
| download | godot-b324ff7ea584676fcc3292808d7e7ea609982f8e.tar.gz godot-b324ff7ea584676fcc3292808d7e7ea609982f8e.tar.zst godot-b324ff7ea584676fcc3292808d7e7ea609982f8e.zip | |
A bit of everything:
-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM.
-New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally.
-Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept.
-Several fixes and improvements to SurfaceTool.
-Anti Aliasing added to WorldEnvironment effects (using FXAA)
-2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which.
-2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before)
-Viewport render target textures can now be filtered.
-Few fixes in GDscript make it easier to work with static functions and class members.
-Several and many bugfixes.
Diffstat (limited to 'servers/physics_2d/collision_object_2d_sw.h')
| -rw-r--r-- | servers/physics_2d/collision_object_2d_sw.h | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/servers/physics_2d/collision_object_2d_sw.h b/servers/physics_2d/collision_object_2d_sw.h index 8138cfcc6..cc7f8f50b 100644 --- a/servers/physics_2d/collision_object_2d_sw.h +++ b/servers/physics_2d/collision_object_2d_sw.h @@ -66,6 +66,7 @@ private: Matrix32 transform; Matrix32 inv_transform; uint32_t user_mask; + uint32_t layer_mask; bool _static; void _update_shapes(); @@ -121,6 +122,9 @@ public: void set_user_mask(uint32_t p_mask) {user_mask=p_mask;} _FORCE_INLINE_ uint32_t get_user_mask() const { return user_mask; } + void set_layer_mask(uint32_t p_mask) {layer_mask=p_mask;} + _FORCE_INLINE_ uint32_t get_layer_mask() const { return layer_mask; } + void remove_shape(Shape2DSW *p_shape); void remove_shape(int p_index); |
