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Diffstat (limited to 'scene/2d/physics_body_2d.cpp')
-rw-r--r--scene/2d/physics_body_2d.cpp20
1 files changed, 10 insertions, 10 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index 749754e6c5..074924ef90 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -123,7 +123,7 @@ bool PhysicsBody2D::move_and_collide(const PhysicsServer2D::MotionParameters &p_
if (!p_test_only) {
Transform2D gt = p_parameters.from;
- gt.elements[2] += r_result.travel;
+ gt.columns[2] += r_result.travel;
set_global_transform(gt);
}
@@ -928,7 +928,7 @@ TypedArray<String> RigidDynamicBody2D::get_configuration_warnings() const {
TypedArray<String> warnings = CollisionObject2D::get_configuration_warnings();
- if (ABS(t.elements[0].length() - 1.0) > 0.05 || ABS(t.elements[1].length() - 1.0) > 0.05) {
+ if (ABS(t.columns[0].length() - 1.0) > 0.05 || ABS(t.columns[1].length() - 1.0) > 0.05) {
warnings.push_back(RTR("Size changes to RigidDynamicBody2D will be overridden by the physics engine when running.\nChange the size in children collision shapes instead."));
}
@@ -1110,7 +1110,7 @@ bool CharacterBody2D::move_and_slide() {
Vector2 current_platform_velocity = platform_velocity;
Transform2D gt = get_global_transform();
- previous_position = gt.elements[2];
+ previous_position = gt.columns[2];
if ((on_floor || on_wall) && platform_rid.is_valid()) {
bool excluded = false;
@@ -1123,7 +1123,7 @@ bool CharacterBody2D::move_and_slide() {
//this approach makes sure there is less delay between the actual body velocity and the one we saved
PhysicsDirectBodyState2D *bs = PhysicsServer2D::get_singleton()->body_get_direct_state(platform_rid);
if (bs) {
- Vector2 local_position = gt.elements[2] - bs->get_transform().elements[2];
+ Vector2 local_position = gt.columns[2] - bs->get_transform().columns[2];
current_platform_velocity = bs->get_velocity_at_local_position(local_position);
} else {
// Body is removed or destroyed, invalidate floor.
@@ -1204,7 +1204,7 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
for (int iteration = 0; iteration < max_slides; ++iteration) {
PhysicsServer2D::MotionParameters parameters(get_global_transform(), motion, margin);
- Vector2 prev_position = parameters.from.elements[2];
+ Vector2 prev_position = parameters.from.columns[2];
PhysicsServer2D::MotionResult result;
bool collided = move_and_collide(parameters, result, false, !sliding_enabled);
@@ -1231,7 +1231,7 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
if (on_floor && floor_stop_on_slope && (velocity.normalized() + up_direction).length() < 0.01) {
Transform2D gt = get_global_transform();
if (result.travel.length() <= margin + CMP_EPSILON) {
- gt.elements[2] -= result.travel;
+ gt.columns[2] -= result.travel;
}
set_global_transform(gt);
velocity = Vector2();
@@ -1253,7 +1253,7 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
if (result.travel.length() <= margin + CMP_EPSILON) {
// Cancels the motion.
Transform2D gt = get_global_transform();
- gt.elements[2] -= result.travel;
+ gt.columns[2] -= result.travel;
set_global_transform(gt);
}
// Determines if you are on the ground.
@@ -1312,7 +1312,7 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
can_apply_constant_speed = false;
sliding_enabled = true;
Transform2D gt = get_global_transform();
- gt.elements[2] = prev_position;
+ gt.columns[2] = prev_position;
set_global_transform(gt);
Vector2 motion_slide_norm = motion.slide(prev_floor_normal).normalized();
@@ -1424,7 +1424,7 @@ void CharacterBody2D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up)
}
}
- parameters.from.elements[2] += result.travel;
+ parameters.from.columns[2] += result.travel;
set_global_transform(parameters.from);
}
}
@@ -1520,7 +1520,7 @@ const Vector2 &CharacterBody2D::get_last_motion() const {
}
Vector2 CharacterBody2D::get_position_delta() const {
- return get_global_transform().elements[2] - previous_position;
+ return get_global_transform().columns[2] - previous_position;
}
const Vector2 &CharacterBody2D::get_real_velocity() const {