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-rw-r--r--servers/physics/collision_solver_sat.cpp18
-rw-r--r--servers/visual/shader_language.cpp2
2 files changed, 10 insertions, 10 deletions
diff --git a/servers/physics/collision_solver_sat.cpp b/servers/physics/collision_solver_sat.cpp
index eefb0f0396..e587485fcb 100644
--- a/servers/physics/collision_solver_sat.cpp
+++ b/servers/physics/collision_solver_sat.cpp
@@ -341,26 +341,26 @@ public:
min_B -= (max_A - min_A) * 0.5;
max_B += (max_A - min_A) * 0.5;
- real_t dmin = min_B - (min_A + max_A) * 0.5;
- real_t dmax = max_B - (min_A + max_A) * 0.5;
+ min_B -= (min_A + max_A) * 0.5;
+ max_B -= (min_A + max_A) * 0.5;
- if (dmin > 0.0 || dmax < 0.0) {
+ if (min_B > 0.0 || max_B < 0.0) {
separator_axis = axis;
return false; // doesn't contain 0
}
//use the smallest depth
- dmin = Math::abs(dmin);
+ min_B = -min_B;
- if (dmax < dmin) {
- if (dmax < best_depth) {
- best_depth = dmax;
+ if (max_B < min_B) {
+ if (max_B < best_depth) {
+ best_depth = max_B;
best_axis = axis;
}
} else {
- if (dmin < best_depth) {
- best_depth = dmin;
+ if (min_B < best_depth) {
+ best_depth = min_B;
best_axis = -axis; // keep it as A axis
}
}
diff --git a/servers/visual/shader_language.cpp b/servers/visual/shader_language.cpp
index d399c548f3..f8661638c3 100644
--- a/servers/visual/shader_language.cpp
+++ b/servers/visual/shader_language.cpp
@@ -2300,7 +2300,7 @@ bool ShaderLanguage::_validate_assign(Node *p_node, const Map<StringName, BuiltI
if (p_node->type == Node::TYPE_OPERATOR) {
OperatorNode *op = static_cast<OperatorNode *>(p_node);
- if (op->type == OP_INDEX) {
+ if (op->op == OP_INDEX) {
return _validate_assign(op->arguments[0], p_builtin_types);
}
}