summaryrefslogtreecommitdiff
path: root/servers/physics_3d/joints
diff options
context:
space:
mode:
Diffstat (limited to 'servers/physics_3d/joints')
-rw-r--r--servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp44
1 files changed, 22 insertions, 22 deletions
diff --git a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp
index 1f433ec6a5..e15aeca842 100644
--- a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp
@@ -497,28 +497,28 @@ void Generic6DOFJoint3DSW::set_param(Vector3::Axis p_axis, PhysicsServer3D::G6DO
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_MAX: break; // Can't happen, but silences warning
}
@@ -597,28 +597,28 @@ real_t Generic6DOFJoint3DSW::get_param(Vector3::Axis p_axis, PhysicsServer3D::G6
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_TARGET_VELOCITY: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_MOTOR_FORCE_LIMIT: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_STIFFNESS: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_DAMPING: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_LINEAR_SPRING_EQUILIBRIUM_POINT: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_STIFFNESS: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_DAMPING: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_ANGULAR_SPRING_EQUILIBRIUM_POINT: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_MAX: break; // Can't happen, but silences warning
}
@@ -643,13 +643,13 @@ void Generic6DOFJoint3DSW::set_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOF
m_angularLimits[p_axis].m_enableMotor = p_value;
} break;
case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_FLAG_MAX: break; // Can't happen, but silences warning
}
@@ -671,13 +671,13 @@ bool Generic6DOFJoint3DSW::get_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOF
return m_angularLimits[p_axis].m_enableMotor;
} break;
case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_MOTOR: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_SPRING: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING: {
- // Not implemented in GodotPhysics backend
+ // Not implemented in GodotPhysics3D backend
} break;
case PhysicsServer3D::G6DOF_JOINT_FLAG_MAX: break; // Can't happen, but silences warning
}