summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--scene/2d/physics_body_2d.cpp4
-rw-r--r--scene/2d/physics_body_2d.h2
-rw-r--r--servers/physics_2d/body_2d_sw.h6
3 files changed, 6 insertions, 6 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index 933e1579b2..517967bf6c 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -772,9 +772,9 @@ int RigidBody2D::get_max_contacts_reported() const{
return max_contacts_reported;
}
-void RigidBody2D::apply_impulse(const Vector2& p_pos, const Vector2& p_impulse) {
+void RigidBody2D::apply_impulse(const Vector2& p_offset, const Vector2& p_impulse) {
- Physics2DServer::get_singleton()->body_apply_impulse(get_rid(),p_pos,p_impulse);
+ Physics2DServer::get_singleton()->body_apply_impulse(get_rid(),p_offset,p_impulse);
}
void RigidBody2D::set_applied_force(const Vector2& p_force) {
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h
index 7523413df3..31dbfbcc6f 100644
--- a/scene/2d/physics_body_2d.h
+++ b/scene/2d/physics_body_2d.h
@@ -263,7 +263,7 @@ public:
void set_continuous_collision_detection_mode(CCDMode p_mode);
CCDMode get_continuous_collision_detection_mode() const;
- void apply_impulse(const Vector2& p_pos, const Vector2& p_impulse);
+ void apply_impulse(const Vector2& p_offset, const Vector2& p_impulse);
void set_applied_force(const Vector2& p_force);
Vector2 get_applied_force() const;
diff --git a/servers/physics_2d/body_2d_sw.h b/servers/physics_2d/body_2d_sw.h
index b7f3ab01db..6d9bf3cb03 100644
--- a/servers/physics_2d/body_2d_sw.h
+++ b/servers/physics_2d/body_2d_sw.h
@@ -204,10 +204,10 @@ public:
_FORCE_INLINE_ real_t get_biased_angular_velocity() const { return biased_angular_velocity; }
- _FORCE_INLINE_ void apply_impulse(const Vector2& p_pos, const Vector2& p_j) {
+ _FORCE_INLINE_ void apply_impulse(const Vector2& p_offset, const Vector2& p_impulse) {
- linear_velocity += p_j * _inv_mass;
- angular_velocity += _inv_inertia * p_pos.cross(p_j);
+ linear_velocity += p_impulse * _inv_mass;
+ angular_velocity += _inv_inertia * p_offset.cross(p_impulse);
}
_FORCE_INLINE_ void apply_bias_impulse(const Vector2& p_pos, const Vector2& p_j) {