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authorRĂ©mi Verschelde <rverschelde@gmail.com>2020-03-28 14:20:58 +0100
committerGitHub <noreply@github.com>2020-03-28 14:20:58 +0100
commitd2d359d67c5c35351ed953448430536c57db1522 (patch)
tree95f1027d97b3e6fb9ceb21f7b768730d81f6beb1 /scene/2d
parentbbbdabc771662d0effb739237967982cd201ea89 (diff)
parent60d486acc80de3ccf621df769fac27aa27ad4a10 (diff)
Merge pull request #37379 from akien-mga/server-renames-followup
More server renames for consistency after #37361
Diffstat (limited to 'scene/2d')
-rw-r--r--scene/2d/physics_body_2d.cpp4
-rw-r--r--scene/2d/physics_body_2d.h2
2 files changed, 3 insertions, 3 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index fe91e63792..942d2aac24 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -360,7 +360,7 @@ struct _RigidBody2DInOut {
int local_shape;
};
-bool RigidBody2D::_test_motion(const Vector2 &p_motion, bool p_infinite_inertia, float p_margin, const Ref<Physics2DTestMotionResult> &p_result) {
+bool RigidBody2D::_test_motion(const Vector2 &p_motion, bool p_infinite_inertia, float p_margin, const Ref<PhysicsTestMotionResult2D> &p_result) {
PhysicsServer2D::MotionResult *r = NULL;
if (p_result.is_valid())
@@ -898,7 +898,7 @@ void RigidBody2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_colliding_bodies"), &RigidBody2D::get_colliding_bodies);
- BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state", PROPERTY_HINT_RESOURCE_TYPE, "Physics2DDirectBodyState")));
+ BIND_VMETHOD(MethodInfo("_integrate_forces", PropertyInfo(Variant::OBJECT, "state", PROPERTY_HINT_RESOURCE_TYPE, "PhysicsDirectBodyState2D")));
ADD_PROPERTY(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Rigid,Static,Character,Kinematic"), "set_mode", "get_mode");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "mass", PROPERTY_HINT_EXP_RANGE, "0.01,65535,0.01"), "set_mass", "get_mass");
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h
index 5bce5f6be3..0d92a820e3 100644
--- a/scene/2d/physics_body_2d.h
+++ b/scene/2d/physics_body_2d.h
@@ -185,7 +185,7 @@ private:
void _body_inout(int p_status, ObjectID p_instance, int p_body_shape, int p_local_shape);
void _direct_state_changed(Object *p_state);
- bool _test_motion(const Vector2 &p_motion, bool p_infinite_inertia = true, float p_margin = 0.08, const Ref<Physics2DTestMotionResult> &p_result = Ref<Physics2DTestMotionResult>());
+ bool _test_motion(const Vector2 &p_motion, bool p_infinite_inertia = true, float p_margin = 0.08, const Ref<PhysicsTestMotionResult2D> &p_result = Ref<PhysicsTestMotionResult2D>());
protected:
void _notification(int p_what);