diff options
Diffstat (limited to 'servers/physics_3d/joints')
-rw-r--r-- | servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp | 44 |
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 } |