Merge pull request #69674 from rburing/conStraint
Fix typo in physics step: contraint -> constraint
This commit is contained in:
commit
de6994aa95
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@ -71,7 +71,7 @@ void GodotStep2D::_populate_island(GodotBody2D *p_body, LocalVector<GodotBody2D
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}
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}
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}
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void GodotStep2D::_setup_contraint(uint32_t p_constraint_index, void *p_userdata) {
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void GodotStep2D::_setup_constraint(uint32_t p_constraint_index, void *p_userdata) {
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GodotConstraint2D *constraint = all_constraints[p_constraint_index];
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GodotConstraint2D *constraint = all_constraints[p_constraint_index];
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constraint->setup(delta);
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constraint->setup(delta);
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}
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}
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@ -238,8 +238,8 @@ void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta) {
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/* SETUP CONSTRAINTS / PROCESS COLLISIONS */
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/* SETUP CONSTRAINTS / PROCESS COLLISIONS */
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uint32_t total_contraint_count = all_constraints.size();
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uint32_t total_constraint_count = all_constraints.size();
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WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &GodotStep2D::_setup_contraint, nullptr, total_contraint_count, -1, true, SNAME("Physics2DConstraintSetup"));
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WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &GodotStep2D::_setup_constraint, nullptr, total_constraint_count, -1, true, SNAME("Physics2DConstraintSetup"));
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WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
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WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
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{ //profile
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{ //profile
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@ -47,7 +47,7 @@ class GodotStep2D {
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LocalVector<GodotConstraint2D *> all_constraints;
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LocalVector<GodotConstraint2D *> all_constraints;
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void _populate_island(GodotBody2D *p_body, LocalVector<GodotBody2D *> &p_body_island, LocalVector<GodotConstraint2D *> &p_constraint_island);
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void _populate_island(GodotBody2D *p_body, LocalVector<GodotBody2D *> &p_body_island, LocalVector<GodotConstraint2D *> &p_constraint_island);
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void _setup_contraint(uint32_t p_constraint_index, void *p_userdata = nullptr);
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void _setup_constraint(uint32_t p_constraint_index, void *p_userdata = nullptr);
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void _pre_solve_island(LocalVector<GodotConstraint2D *> &p_constraint_island) const;
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void _pre_solve_island(LocalVector<GodotConstraint2D *> &p_constraint_island) const;
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void _solve_island(uint32_t p_island_index, void *p_userdata = nullptr) const;
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void _solve_island(uint32_t p_island_index, void *p_userdata = nullptr) const;
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void _check_suspend(LocalVector<GodotBody2D *> &p_body_island) const;
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void _check_suspend(LocalVector<GodotBody2D *> &p_body_island) const;
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@ -111,7 +111,7 @@ void GodotStep3D::_populate_island_soft_body(GodotSoftBody3D *p_soft_body, Local
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}
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}
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}
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}
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void GodotStep3D::_setup_contraint(uint32_t p_constraint_index, void *p_userdata) {
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void GodotStep3D::_setup_constraint(uint32_t p_constraint_index, void *p_userdata) {
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GodotConstraint3D *constraint = all_constraints[p_constraint_index];
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GodotConstraint3D *constraint = all_constraints[p_constraint_index];
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constraint->setup(delta);
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constraint->setup(delta);
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}
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}
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@ -342,8 +342,8 @@ void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta) {
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/* SETUP CONSTRAINTS / PROCESS COLLISIONS */
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/* SETUP CONSTRAINTS / PROCESS COLLISIONS */
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uint32_t total_contraint_count = all_constraints.size();
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uint32_t total_constraint_count = all_constraints.size();
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WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &GodotStep3D::_setup_contraint, nullptr, total_contraint_count, -1, true, SNAME("Physics3DConstraintSetup"));
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WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &GodotStep3D::_setup_constraint, nullptr, total_constraint_count, -1, true, SNAME("Physics3DConstraintSetup"));
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WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
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WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task);
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{ //profile
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{ //profile
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@ -48,7 +48,7 @@ class GodotStep3D {
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void _populate_island(GodotBody3D *p_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island);
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void _populate_island(GodotBody3D *p_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island);
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void _populate_island_soft_body(GodotSoftBody3D *p_soft_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island);
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void _populate_island_soft_body(GodotSoftBody3D *p_soft_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island);
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void _setup_contraint(uint32_t p_constraint_index, void *p_userdata = nullptr);
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void _setup_constraint(uint32_t p_constraint_index, void *p_userdata = nullptr);
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void _pre_solve_island(LocalVector<GodotConstraint3D *> &p_constraint_island) const;
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void _pre_solve_island(LocalVector<GodotConstraint3D *> &p_constraint_island) const;
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void _solve_island(uint32_t p_island_index, void *p_userdata = nullptr);
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void _solve_island(uint32_t p_island_index, void *p_userdata = nullptr);
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void _check_suspend(const LocalVector<GodotBody3D *> &p_body_island) const;
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void _check_suspend(const LocalVector<GodotBody3D *> &p_body_island) const;
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