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-rw-r--r--servers/physics_2d/space_2d_sw.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/space_2d_sw.cpp
index 746aa2d49b..f36328c985 100644
--- a/servers/physics_2d/space_2d_sw.cpp
+++ b/servers/physics_2d/space_2d_sw.cpp
@@ -31,7 +31,7 @@
#include "space_2d_sw.h"
#include "collision_solver_2d_sw.h"
-#include "pair.h"
+#include "core/pair.h"
#include "physics_2d_server_sw.h"
_FORCE_INLINE_ static bool _can_collide_with(CollisionObject2DSW *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
@@ -112,7 +112,7 @@ bool Physics2DDirectSpaceStateSW::intersect_ray(const Vector2 &p_from, const Vec
int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
- //todo, create another array tha references results, compute AABBs and check closest point to ray origin, sort, and stop evaluating results when beyond first collision
+ //todo, create another array that references results, compute AABBs and check closest point to ray origin, sort, and stop evaluating results when beyond first collision
bool collided = false;
Vector2 res_point, res_normal;