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authorAaron Franke <arnfranke@yahoo.com>2022-05-03 07:50:35 -0500
committerAaron Franke <arnfranke@yahoo.com>2022-05-03 09:37:47 -0500
commitfa7a7795f09688b1c71ddad40243e46909989054 (patch)
tree754a5bec7014bfb82114e69cc55555753803f1c8 /servers/physics_3d/godot_collision_solver_3d.cpp
parentd5d86cb26e65b89a00b644de6eef510d8ca06797 (diff)
downloadredot-engine-fa7a7795f09688b1c71ddad40243e46909989054.tar.gz
Rename Basis get_axis to get_column, remove redundant methods
Diffstat (limited to 'servers/physics_3d/godot_collision_solver_3d.cpp')
-rw-r--r--servers/physics_3d/godot_collision_solver_3d.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/servers/physics_3d/godot_collision_solver_3d.cpp b/servers/physics_3d/godot_collision_solver_3d.cpp
index afc74df166..b2d3e4d876 100644
--- a/servers/physics_3d/godot_collision_solver_3d.cpp
+++ b/servers/physics_3d/godot_collision_solver_3d.cpp
@@ -94,7 +94,7 @@ bool GodotCollisionSolver3D::solve_separation_ray(const GodotShape3D *p_shape_A,
const GodotSeparationRayShape3D *ray = static_cast<const GodotSeparationRayShape3D *>(p_shape_A);
Vector3 from = p_transform_A.origin;
- Vector3 to = from + p_transform_A.basis.get_axis(2) * (ray->get_length() + p_margin);
+ Vector3 to = from + p_transform_A.basis.get_column(2) * (ray->get_length() + p_margin);
Vector3 support_A = to;
Transform3D ai = p_transform_B.affine_inverse();
@@ -252,7 +252,7 @@ bool GodotCollisionSolver3D::solve_soft_body(const GodotShape3D *p_shape_A, cons
// Calculate AABB for internal concave shape query (in local space).
AABB local_aabb;
for (int i = 0; i < 3; i++) {
- Vector3 axis(p_transform_A.basis.get_axis(i));
+ Vector3 axis(p_transform_A.basis.get_column(i));
real_t axis_scale = 1.0 / axis.length();
real_t smin = soft_body_aabb.position[i];
@@ -333,7 +333,7 @@ bool GodotCollisionSolver3D::solve_concave(const GodotShape3D *p_shape_A, const
AABB local_aabb;
for (int i = 0; i < 3; i++) {
- Vector3 axis(p_transform_B.basis.get_axis(i));
+ Vector3 axis(p_transform_B.basis.get_column(i));
real_t axis_scale = 1.0 / axis.length();
axis *= axis_scale;
@@ -542,7 +542,7 @@ bool GodotCollisionSolver3D::solve_distance(const GodotShape3D *p_shape_A, const
AABB local_aabb;
for (int i = 0; i < 3; i++) {
- Vector3 axis(p_transform_B.basis.get_axis(i));
+ Vector3 axis(p_transform_B.basis.get_column(i));
real_t axis_scale = ((real_t)1.0) / axis.length();
axis *= axis_scale;