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-rw-r--r--scene/animation/animation_blend_space_2d.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/scene/animation/animation_blend_space_2d.cpp b/scene/animation/animation_blend_space_2d.cpp
index 003a4fad90..5a42e2af7a 100644
--- a/scene/animation/animation_blend_space_2d.cpp
+++ b/scene/animation/animation_blend_space_2d.cpp
@@ -30,7 +30,7 @@
#include "animation_blend_space_2d.h"
-#include "core/math/delaunay_2d.h"
+#include "core/math/geometry_2d.h"
void AnimationNodeBlendSpace2D::get_parameter_list(List<PropertyInfo> *r_list) const {
r_list->push_back(PropertyInfo(Variant::VECTOR2, blend_position));
@@ -366,7 +366,7 @@ Vector2 AnimationNodeBlendSpace2D::get_closest_point(const Vector2 &p_point) {
points[j] = get_blend_point_position(get_triangle_point(i, j));
}
- if (Geometry::is_point_in_triangle(p_point, points[0], points[1], points[2])) {
+ if (Geometry2D::is_point_in_triangle(p_point, points[0], points[1], points[2])) {
return p_point;
}
@@ -375,7 +375,7 @@ Vector2 AnimationNodeBlendSpace2D::get_closest_point(const Vector2 &p_point) {
points[j],
points[(j + 1) % 3]
};
- Vector2 closest = Geometry::get_closest_point_to_segment_2d(p_point, s);
+ Vector2 closest = Geometry2D::get_closest_point_to_segment(p_point, s);
if (first || closest.distance_to(p_point) < best_point.distance_to(p_point)) {
best_point = closest;
first = false;
@@ -455,7 +455,7 @@ float AnimationNodeBlendSpace2D::process(float p_time, bool p_seek) {
points[j] = get_blend_point_position(get_triangle_point(i, j));
}
- if (Geometry::is_point_in_triangle(blend_pos, points[0], points[1], points[2])) {
+ if (Geometry2D::is_point_in_triangle(blend_pos, points[0], points[1], points[2])) {
blend_triangle = i;
_blend_triangle(blend_pos, points, blend_weights);
break;
@@ -466,7 +466,7 @@ float AnimationNodeBlendSpace2D::process(float p_time, bool p_seek) {
points[j],
points[(j + 1) % 3]
};
- Vector2 closest2 = Geometry::get_closest_point_to_segment_2d(blend_pos, s);
+ Vector2 closest2 = Geometry2D::get_closest_point_to_segment(blend_pos, s);
if (first || closest2.distance_to(blend_pos) < best_point.distance_to(blend_pos)) {
best_point = closest2;
blend_triangle = i;