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-rw-r--r--servers/physics_2d/godot_step_2d.cpp6
-rw-r--r--servers/physics_2d/godot_step_2d.h2
2 files changed, 4 insertions, 4 deletions
diff --git a/servers/physics_2d/godot_step_2d.cpp b/servers/physics_2d/godot_step_2d.cpp
index 46718c8819..b7d79bc0e3 100644
--- a/servers/physics_2d/godot_step_2d.cpp
+++ b/servers/physics_2d/godot_step_2d.cpp
@@ -71,7 +71,7 @@ void GodotStep2D::_populate_island(GodotBody2D *p_body, LocalVector<GodotBody2D
}
}
-void GodotStep2D::_setup_contraint(uint32_t p_constraint_index, void *p_userdata) {
+void GodotStep2D::_setup_constraint(uint32_t p_constraint_index, void *p_userdata) {
GodotConstraint2D *constraint = all_constraints[p_constraint_index];
constraint->setup(delta);
}
@@ -238,8 +238,8 @@ void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta) {
/* SETUP CONSTRAINTS / PROCESS COLLISIONS */
- uint32_t total_contraint_count = all_constraints.size();
- WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &GodotStep2D::_setup_contraint, nullptr, total_contraint_count, -1, true, SNAME("Physics2DConstraintSetup"));
+ uint32_t total_constraint_count = all_constraints.size();
+ WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &GodotStep2D::_setup_constraint, nullptr, total_constraint_count, -1, true, SNAME("Physics2DConstraintSetup"));
WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
{ //profile
diff --git a/servers/physics_2d/godot_step_2d.h b/servers/physics_2d/godot_step_2d.h
index 9f8fdd6ce3..4b3b6fc966 100644
--- a/servers/physics_2d/godot_step_2d.h
+++ b/servers/physics_2d/godot_step_2d.h
@@ -47,7 +47,7 @@ class GodotStep2D {
LocalVector<GodotConstraint2D *> all_constraints;
void _populate_island(GodotBody2D *p_body, LocalVector<GodotBody2D *> &p_body_island, LocalVector<GodotConstraint2D *> &p_constraint_island);
- void _setup_contraint(uint32_t p_constraint_index, void *p_userdata = nullptr);
+ void _setup_constraint(uint32_t p_constraint_index, void *p_userdata = nullptr);
void _pre_solve_island(LocalVector<GodotConstraint2D *> &p_constraint_island) const;
void _solve_island(uint32_t p_island_index, void *p_userdata = nullptr) const;
void _check_suspend(LocalVector<GodotBody2D *> &p_body_island) const;