Fixed missed occurrences in #37361 renamings.

This commit is contained in:
dankan1890 2020-03-28 01:50:00 +01:00 committed by Rémi Verschelde
parent fcfffd7297
commit 06e8740184
4 changed files with 6 additions and 6 deletions

View file

@ -31,7 +31,7 @@
#include "core/input/input_filter.h"
#include "core/os/os.h"
#include "scene/resources/surface_tool.h"
#include "servers/visual/visual_server_globals.h"
#include "servers/rendering/rendering_server_globals.h"
#import <ARKit/ARKit.h>
#import <UIKit/UIKit.h>

View file

@ -50,7 +50,7 @@
#endif
#if defined(VULKAN_ENABLED)
#include "servers/visual/rasterizer_rd/rasterizer_rd.h"
#include "servers/rendering/rasterizer_rd/rasterizer_rd.h"
#include <QuartzCore/CAMetalLayer.h>
#endif

View file

@ -373,7 +373,7 @@ void RigidBody2D::_direct_state_changed(Object *p_state) {
#ifdef DEBUG_ENABLED
state = Object::cast_to<PhysicsDirectBodyState2D>(p_state);
#else
state = (Physics2DDirectBodyState *)p_state; //trust it
state = (PhysicsDirectBodyState2D *)p_state; //trust it
#endif
set_block_transform_notify(true); // don't want notify (would feedback loop)

View file

@ -374,7 +374,7 @@ void RigidBody3D::_direct_state_changed(Object *p_state) {
#ifdef DEBUG_ENABLED
state = Object::cast_to<PhysicsDirectBodyState3D>(p_state);
#else
state = (PhysicsDirectBodyState *)p_state; //trust it
state = (PhysicsDirectBodyState3D *)p_state; //trust it
#endif
set_ignore_transform_notification(true);
@ -1300,7 +1300,7 @@ void KinematicBody3D::_direct_state_changed(Object *p_state) {
#ifdef DEBUG_ENABLED
PhysicsDirectBodyState3D *state = Object::cast_to<PhysicsDirectBodyState3D>(p_state);
#else
PhysicsDirectBodyState *state = (PhysicsDirectBodyState *)p_state; //trust it
PhysicsDirectBodyState3D *state = (PhysicsDirectBodyState3D *)p_state; //trust it
#endif
linear_velocity = state->get_linear_velocity();
@ -2106,7 +2106,7 @@ void PhysicalBone3D::_direct_state_changed(Object *p_state) {
#ifdef DEBUG_ENABLED
state = Object::cast_to<PhysicsDirectBodyState3D>(p_state);
#else
state = (PhysicsDirectBodyState *)p_state; //trust it
state = (PhysicsDirectBodyState3D *)p_state; //trust it
#endif
Transform global_transform(state->get_transform());