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Diffstat (limited to 'servers/physics_2d/godot_space_2d.cpp')
-rw-r--r--servers/physics_2d/godot_space_2d.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/servers/physics_2d/godot_space_2d.cpp b/servers/physics_2d/godot_space_2d.cpp
index a2459501c8..166ec3049e 100644
--- a/servers/physics_2d/godot_space_2d.cpp
+++ b/servers/physics_2d/godot_space_2d.cpp
@@ -633,7 +633,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::
Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
- cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
+ cbk.valid_dir = col_obj_shape_xform.columns[1].normalized();
real_t owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx);
cbk.valid_depth = MAX(owc_margin, margin); //user specified, but never less than actual margin or it won't work
@@ -710,7 +710,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::
break;
}
- body_transform.elements[2] += recover_motion;
+ body_transform.columns[2] += recover_motion;
body_aabb.position += recover_motion;
recover_attempts--;
@@ -788,7 +788,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::
//test initial overlap
if (GodotCollisionSolver2D::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, nullptr, 0)) {
if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(col_shape_idx)) {
- Vector2 direction = col_obj_shape_xform.get_axis(1).normalized();
+ Vector2 direction = col_obj_shape_xform.columns[1].normalized();
if (motion_normal.dot(direction) < 0) {
continue;
}
@@ -838,7 +838,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::
cbk.amount = 0;
cbk.passed = 0;
cbk.ptr = cd;
- cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
+ cbk.valid_dir = col_obj_shape_xform.columns[1].normalized();
cbk.valid_depth = 10e20;
@@ -874,14 +874,14 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::
bool collided = false;
- if (recovered || (safe < 1)) {
+ if ((p_parameters.recovery_as_collision && recovered) || (safe < 1)) {
if (safe >= 1) {
best_shape = -1; //no best shape with cast, reset to -1
}
//it collided, let's get the rest info in unsafe advance
Transform2D ugt = body_transform;
- ugt.elements[2] += p_parameters.motion * unsafe;
+ ugt.columns[2] += p_parameters.motion * unsafe;
_RestCallbackData2D rcd;
@@ -929,7 +929,7 @@ bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::
Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
- rcd.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
+ rcd.valid_dir = col_obj_shape_xform.columns[1].normalized();
real_t owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx);
rcd.valid_depth = MAX(owc_margin, margin); //user specified, but never less than actual margin or it won't work
@@ -1073,7 +1073,7 @@ void GodotSpace2D::remove_object(GodotCollisionObject2D *p_object) {
objects.erase(p_object);
}
-const Set<GodotCollisionObject2D *> &GodotSpace2D::get_objects() const {
+const HashSet<GodotCollisionObject2D *> &GodotSpace2D::get_objects() const {
return objects;
}