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-rw-r--r--servers/physics_2d/body_2d_sw.cpp24
-rw-r--r--servers/physics_2d/broad_phase_2d_hash_grid.cpp2
-rw-r--r--servers/physics_2d/collision_solver_2d_sat.cpp4
-rw-r--r--servers/physics_2d/collision_solver_2d_sw.cpp2
-rw-r--r--servers/physics_2d/physics_2d_server_wrap_mt.cpp2
5 files changed, 15 insertions, 19 deletions
diff --git a/servers/physics_2d/body_2d_sw.cpp b/servers/physics_2d/body_2d_sw.cpp
index 60bbcef4b6..5dff655ea1 100644
--- a/servers/physics_2d/body_2d_sw.cpp
+++ b/servers/physics_2d/body_2d_sw.cpp
@@ -185,28 +185,28 @@ real_t Body2DSW::get_param(Physics2DServer::BodyParameter p_param) const {
case Physics2DServer::BODY_PARAM_BOUNCE: {
return bounce;
- } break;
+ }
case Physics2DServer::BODY_PARAM_FRICTION: {
return friction;
- } break;
+ }
case Physics2DServer::BODY_PARAM_MASS: {
return mass;
- } break;
+ }
case Physics2DServer::BODY_PARAM_INERTIA: {
return _inv_inertia == 0 ? 0 : 1.0 / _inv_inertia;
- } break;
+ }
case Physics2DServer::BODY_PARAM_GRAVITY_SCALE: {
return gravity_scale;
- } break;
+ }
case Physics2DServer::BODY_PARAM_LINEAR_DAMP: {
return linear_damp;
- } break;
+ }
case Physics2DServer::BODY_PARAM_ANGULAR_DAMP: {
return angular_damp;
- } break;
+ }
default: {
}
}
@@ -343,19 +343,19 @@ Variant Body2DSW::get_state(Physics2DServer::BodyState p_state) const {
switch (p_state) {
case Physics2DServer::BODY_STATE_TRANSFORM: {
return get_transform();
- } break;
+ }
case Physics2DServer::BODY_STATE_LINEAR_VELOCITY: {
return linear_velocity;
- } break;
+ }
case Physics2DServer::BODY_STATE_ANGULAR_VELOCITY: {
return angular_velocity;
- } break;
+ }
case Physics2DServer::BODY_STATE_SLEEPING: {
return !is_active();
- } break;
+ }
case Physics2DServer::BODY_STATE_CAN_SLEEP: {
return can_sleep;
- } break;
+ }
}
return Variant();
diff --git a/servers/physics_2d/broad_phase_2d_hash_grid.cpp b/servers/physics_2d/broad_phase_2d_hash_grid.cpp
index 1bbb50c974..6dd19c2868 100644
--- a/servers/physics_2d/broad_phase_2d_hash_grid.cpp
+++ b/servers/physics_2d/broad_phase_2d_hash_grid.cpp
@@ -673,7 +673,7 @@ public IEnumerable<Point3D> GetCellsOnRay(Ray ray, int maxDepth)
// "A Fast Voxel Traversal Algorithm for Ray Tracing"
// John Amanatides, Andrew Woo
// http://www.cse.yorku.ca/~amana/research/grid.pdf
- // http://www.devmaster.net/articles/raytracing_series/A%20faster%20voxel%20traversal%20algorithm%20for%20ray%20tracing.pdf
+ // https://web.archive.org/web/20100616193049/http://www.devmaster.net/articles/raytracing_series/A%20faster%20voxel%20traversal%20algorithm%20for%20ray%20tracing.pdf
// NOTES:
// * This code assumes that the ray's position and direction are in 'cell coordinates', which means
diff --git a/servers/physics_2d/collision_solver_2d_sat.cpp b/servers/physics_2d/collision_solver_2d_sat.cpp
index 9d75f71ff0..19e4b8c1d9 100644
--- a/servers/physics_2d/collision_solver_2d_sat.cpp
+++ b/servers/physics_2d/collision_solver_2d_sat.cpp
@@ -172,8 +172,8 @@ static void _generate_contacts_from_supports(const Vector2 *p_points_A, int p_po
points_B = p_points_B;
}
- int version_A = (pointcount_A > 3 ? 3 : pointcount_A) - 1;
- int version_B = (pointcount_B > 3 ? 3 : pointcount_B) - 1;
+ int version_A = (pointcount_A > 2 ? 2 : pointcount_A) - 1;
+ int version_B = (pointcount_B > 2 ? 2 : pointcount_B) - 1;
GenerateContactsFunc contacts_func = generate_contacts_func_table[version_A][version_B];
ERR_FAIL_COND(!contacts_func);
diff --git a/servers/physics_2d/collision_solver_2d_sw.cpp b/servers/physics_2d/collision_solver_2d_sw.cpp
index e49961c048..03c0fd5981 100644
--- a/servers/physics_2d/collision_solver_2d_sw.cpp
+++ b/servers/physics_2d/collision_solver_2d_sw.cpp
@@ -249,6 +249,4 @@ bool CollisionSolver2DSW::solve(const Shape2DSW *p_shape_A, const Transform2D &p
return collision_solver(p_shape_A, p_transform_A, p_motion_A, p_shape_B, p_transform_B, p_motion_B, p_result_callback, p_userdata, false, sep_axis, margin_A, margin_B);
}
-
- return false;
}
diff --git a/servers/physics_2d/physics_2d_server_wrap_mt.cpp b/servers/physics_2d/physics_2d_server_wrap_mt.cpp
index 71c00c0abf..c698290fd9 100644
--- a/servers/physics_2d/physics_2d_server_wrap_mt.cpp
+++ b/servers/physics_2d/physics_2d_server_wrap_mt.cpp
@@ -54,8 +54,6 @@ void Physics2DServerWrapMT::thread_loop() {
server_thread = Thread::get_caller_id();
- OS::get_singleton()->make_rendering_thread();
-
physics_2d_server->init();
exit = false;