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Diffstat (limited to 'servers/physics_3d/godot_area_3d.h')
-rw-r--r--servers/physics_3d/godot_area_3d.h10
1 files changed, 3 insertions, 7 deletions
diff --git a/servers/physics_3d/godot_area_3d.h b/servers/physics_3d/godot_area_3d.h
index 0961da5b7d..f05d0f9019 100644
--- a/servers/physics_3d/godot_area_3d.h
+++ b/servers/physics_3d/godot_area_3d.h
@@ -49,8 +49,7 @@ class GodotArea3D : public GodotCollisionObject3D {
real_t gravity = 9.80665;
Vector3 gravity_vector = Vector3(0, -1, 0);
bool gravity_is_point = false;
- real_t gravity_distance_scale = 0.0;
- real_t point_attenuation = 1.0;
+ real_t gravity_point_unit_distance = 0.0;
real_t linear_damp = 0.1;
real_t angular_damp = 0.1;
real_t wind_force_magnitude = 0.0;
@@ -134,11 +133,8 @@ public:
_FORCE_INLINE_ void set_gravity_as_point(bool p_enable) { gravity_is_point = p_enable; }
_FORCE_INLINE_ bool is_gravity_point() const { return gravity_is_point; }
- _FORCE_INLINE_ void set_gravity_distance_scale(real_t scale) { gravity_distance_scale = scale; }
- _FORCE_INLINE_ real_t get_gravity_distance_scale() const { return gravity_distance_scale; }
-
- _FORCE_INLINE_ void set_point_attenuation(real_t p_point_attenuation) { point_attenuation = p_point_attenuation; }
- _FORCE_INLINE_ real_t get_point_attenuation() const { return point_attenuation; }
+ _FORCE_INLINE_ void set_gravity_point_unit_distance(real_t scale) { gravity_point_unit_distance = scale; }
+ _FORCE_INLINE_ real_t get_gravity_point_unit_distance() const { return gravity_point_unit_distance; }
_FORCE_INLINE_ void set_linear_damp(real_t p_linear_damp) { linear_damp = p_linear_damp; }
_FORCE_INLINE_ real_t get_linear_damp() const { return linear_damp; }