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authorRĂ©mi Verschelde <rverschelde@gmail.com>2018-09-13 10:59:00 +0200
committerGitHub <noreply@github.com>2018-09-13 10:59:00 +0200
commit1a16dabfb52a5f3e82afa22ee827d8ed8f17511e (patch)
treed99eddbfc533a6ce37fde09d31f656ff31887dcb /servers/physics_2d
parent9c0cc0db63f61cd71a2a735519dc7816973e5b7e (diff)
parent08bde5b2dea65ef3f80af5de4f4caf0e76982b64 (diff)
Merge pull request #21982 from luzpaz/misc-typos
Misc. typos
Diffstat (limited to 'servers/physics_2d')
-rw-r--r--servers/physics_2d/space_2d_sw.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/space_2d_sw.cpp
index be44eabdf0..f36328c985 100644
--- a/servers/physics_2d/space_2d_sw.cpp
+++ b/servers/physics_2d/space_2d_sw.cpp
@@ -112,7 +112,7 @@ bool Physics2DDirectSpaceStateSW::intersect_ray(const Vector2 &p_from, const Vec
int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, Space2DSW::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;
Vector2 res_point, res_normal;