diff options
Diffstat (limited to 'scene/2d/physics_body_2d.h')
-rw-r--r-- | scene/2d/physics_body_2d.h | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h index 20e9f3ffcf..0d92a820e3 100644 --- a/scene/2d/physics_body_2d.h +++ b/scene/2d/physics_body_2d.h @@ -34,7 +34,7 @@ #include "core/vset.h" #include "scene/2d/collision_object_2d.h" #include "scene/resources/physics_material.h" -#include "servers/physics_2d_server.h" +#include "servers/physics_server_2d.h" class KinematicCollision2D; @@ -50,7 +50,7 @@ class PhysicsBody2D : public CollisionObject2D { protected: void _notification(int p_what); - PhysicsBody2D(Physics2DServer::BodyMode p_mode); + PhysicsBody2D(PhysicsServer2D::BodyMode p_mode); static void _bind_methods(); @@ -123,7 +123,7 @@ public: private: bool can_sleep; - Physics2DDirectBodyState *state; + PhysicsDirectBodyState2D *state; Mode mode; real_t mass; @@ -185,7 +185,7 @@ private: void _body_inout(int p_status, ObjectID p_instance, int p_body_shape, int p_local_shape); void _direct_state_changed(Object *p_state); - bool _test_motion(const Vector2 &p_motion, bool p_infinite_inertia = true, float p_margin = 0.08, const Ref<Physics2DTestMotionResult> &p_result = Ref<Physics2DTestMotionResult>()); + bool _test_motion(const Vector2 &p_motion, bool p_infinite_inertia = true, float p_margin = 0.08, const Ref<PhysicsTestMotionResult2D> &p_result = Ref<PhysicsTestMotionResult2D>()); protected: void _notification(int p_what); @@ -300,10 +300,10 @@ private: bool sync_to_physics; Vector<Collision> colliders; - Vector<Ref<KinematicCollision2D> > slide_colliders; + Vector<Ref<KinematicCollision2D>> slide_colliders; Ref<KinematicCollision2D> motion_cache; - _FORCE_INLINE_ bool _ignores_mode(Physics2DServer::BodyMode) const; + _FORCE_INLINE_ bool _ignores_mode(PhysicsServer2D::BodyMode) const; Ref<KinematicCollision2D> _move(const Vector2 &p_motion, bool p_infinite_inertia = true, bool p_exclude_raycast_shapes = true, bool p_test_only = false); Ref<KinematicCollision2D> _get_slide_collision(int p_bounce); |