Fix typo in Bullet method name: "collisin" -> "collision"
This method is not exposed to scripting, so compatibility with existing projects should be preserved.
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31143baa57
commit
4a140294fe
3 changed files with 7 additions and 7 deletions
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@ -563,14 +563,14 @@ void BulletPhysicsServer::body_clear_shapes(RID p_body) {
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}
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void BulletPhysicsServer::body_attach_object_instance_id(RID p_body, uint32_t p_id) {
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CollisionObjectBullet *body = get_collisin_object(p_body);
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CollisionObjectBullet *body = get_collision_object(p_body);
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ERR_FAIL_COND(!body);
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body->set_instance_id(p_id);
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}
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uint32_t BulletPhysicsServer::body_get_object_instance_id(RID p_body) const {
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CollisionObjectBullet *body = get_collisin_object(p_body);
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CollisionObjectBullet *body = get_collision_object(p_body);
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ERR_FAIL_COND_V(!body, 0);
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return body->get_instance_id();
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@ -1550,7 +1550,7 @@ int BulletPhysicsServer::get_process_info(ProcessInfo p_info) {
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return 0;
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}
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CollisionObjectBullet *BulletPhysicsServer::get_collisin_object(RID p_object) const {
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CollisionObjectBullet *BulletPhysicsServer::get_collision_object(RID p_object) const {
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if (rigid_body_owner.owns(p_object)) {
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return rigid_body_owner.getornull(p_object);
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}
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@ -1563,7 +1563,7 @@ CollisionObjectBullet *BulletPhysicsServer::get_collisin_object(RID p_object) co
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return nullptr;
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}
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RigidCollisionObjectBullet *BulletPhysicsServer::get_rigid_collisin_object(RID p_object) const {
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RigidCollisionObjectBullet *BulletPhysicsServer::get_rigid_collision_object(RID p_object) const {
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if (rigid_body_owner.owns(p_object)) {
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return rigid_body_owner.getornull(p_object);
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}
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@ -400,8 +400,8 @@ public:
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virtual int get_process_info(ProcessInfo p_info);
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CollisionObjectBullet *get_collisin_object(RID p_object) const;
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RigidCollisionObjectBullet *get_rigid_collisin_object(RID p_object) const;
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CollisionObjectBullet *get_collision_object(RID p_object) const;
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RigidCollisionObjectBullet *get_rigid_collision_object(RID p_object) const;
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/// Internal APIs
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public:
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@ -290,7 +290,7 @@ bool BulletPhysicsDirectSpaceState::rest_info(RID p_shape, const Transform &p_sh
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}
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Vector3 BulletPhysicsDirectSpaceState::get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const {
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RigidCollisionObjectBullet *rigid_object = space->get_physics_server()->get_rigid_collisin_object(p_object);
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RigidCollisionObjectBullet *rigid_object = space->get_physics_server()->get_rigid_collision_object(p_object);
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ERR_FAIL_COND_V(!rigid_object, Vector3());
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btVector3 out_closest_point(0, 0, 0);
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