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authorluz.paz <luzpaz@users.noreply.github.com>2018-09-12 21:38:39 -0400
committerluz.paz <luzpaz@users.noreply.github.com>2018-09-12 21:39:17 -0400
commit08bde5b2dea65ef3f80af5de4f4caf0e76982b64 (patch)
treef4b5e8b60aa121d9ced1274b43a6ffac240f6790 /servers/physics
parent0d04fb76e1d4543d04d6e41244c06f35bfecb07c (diff)
Misc. typos
Found via `codespell -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"`
Diffstat (limited to 'servers/physics')
-rw-r--r--servers/physics/space_sw.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/physics/space_sw.cpp b/servers/physics/space_sw.cpp
index b2ab7bec16..cd0a95e1ba 100644
--- a/servers/physics/space_sw.cpp
+++ b/servers/physics/space_sw.cpp
@@ -105,7 +105,7 @@ bool PhysicsDirectSpaceStateSW::intersect_ray(const Vector3 &p_from, const Vecto
int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, SpaceSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
- //todo, create another array tha references results, compute AABBs and check closest point to ray origin, sort, and stop evaluating results when beyond first collision
+ //todo, create another array that references results, compute AABBs and check closest point to ray origin, sort, and stop evaluating results when beyond first collision
bool collided = false;
Vector3 res_point, res_normal;