diff options
Diffstat (limited to 'servers/physics_2d/space_2d_sw.cpp')
-rw-r--r-- | servers/physics_2d/space_2d_sw.cpp | 3 |
1 files changed, 1 insertions, 2 deletions
diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/space_2d_sw.cpp index 966dcbd651..edadcabe0b 100644 --- a/servers/physics_2d/space_2d_sw.cpp +++ b/servers/physics_2d/space_2d_sw.cpp @@ -32,7 +32,7 @@ #include "collision_solver_2d_sw.h" #include "core/os/os.h" -#include "core/pair.h" +#include "core/templates/pair.h" #include "physics_server_2d_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) { if (!(p_object->get_collision_layer() & p_collision_mask)) { @@ -603,7 +603,6 @@ int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_t * direction. Use a short ray shape if you want to achieve a similar effect. * if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) { - cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized(); cbk.valid_depth = p_margin; //only valid depth is the collision margin cbk.invalid_by_dir = 0; |