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authorRémi Verschelde <rverschelde@gmail.com>2015-11-22 14:14:07 +0100
committerRémi Verschelde <rverschelde@gmail.com>2015-11-22 14:14:07 +0100
commitf33d9dab5bf05356f9a2c882537e83390a710e0b (patch)
tree824443d9ea9d1791a2b5cd0c7adc594b581e4dce /scene/3d/physics_body.h
parentbcf4aded9a2af5f9ab48f7f279ee2032d0833f16 (diff)
downloadredot-engine-f33d9dab5bf05356f9a2c882537e83390a710e0b.tar.gz
Fix can_move_to and rename it for more clarity
Fixes #2416. The KinematicBody::can_move_to function was likely designed for two behaviours: - discrete: check if the body can "teleport" to the destination - continuous: check if the direct path to the destination is valid The continuous behaviour was however not implemented, and the discrete behaviour was broken too due to a wrong call to intersect_shape. The discrete behaviour has thus been fixed and the function renamed to can_teleport_to for more clarity.
Diffstat (limited to 'scene/3d/physics_body.h')
-rw-r--r--scene/3d/physics_body.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/scene/3d/physics_body.h b/scene/3d/physics_body.h
index 66490ba925..0e63b77118 100644
--- a/scene/3d/physics_body.h
+++ b/scene/3d/physics_body.h
@@ -304,7 +304,7 @@ public:
Vector3 move(const Vector3& p_motion);
Vector3 move_to(const Vector3& p_position);
- bool can_move_to(const Vector3& p_position,bool p_discrete=false);
+ bool can_teleport_to(const Vector3& p_position);
bool is_colliding() const;
Vector3 get_collision_pos() const;
Vector3 get_collision_normal() const;