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authorHugo Locurcio <hugo.locurcio@hugo.pro>2021-07-21 10:40:31 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2021-07-21 10:41:08 +0200
commit4bd5e4fd9b80384d511e4c8f2f642b43159aba4c (patch)
tree092ae6bcfd67e321558102c03f162200ba9e909e /scene/main
parent8cc599db645a356ca6af3bc15e7574fa6e3ada0e (diff)
Use the standard C `INFINITY` and `NAN` constants directly
The `Math_INF` and `Math_NAN` defines were just aliases for those constants, so we might as well use them directly. Some portions of the code were already using `INFINITY` directly.
Diffstat (limited to 'scene/main')
-rw-r--r--scene/main/viewport.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/scene/main/viewport.h b/scene/main/viewport.h
index 7b7f1c3818..32b6ba84b5 100644
--- a/scene/main/viewport.h
+++ b/scene/main/viewport.h
@@ -263,7 +263,7 @@ private:
Transform3D physics_last_camera_transform;
ObjectID physics_last_id;
bool physics_has_last_mousepos = false;
- Vector2 physics_last_mousepos = Vector2(Math_INF, Math_INF);
+ Vector2 physics_last_mousepos = Vector2(INFINITY, INFINITY);
struct {
bool alt = false;
bool control = false;