Fix inconsistencies and typos in argument names

This commit is contained in:
Paolo Perkovic 2018-02-01 09:57:10 +01:00
parent 2459eebc1d
commit 08d4bfacaf
26 changed files with 62 additions and 62 deletions

View file

@ -116,7 +116,7 @@ bool BulletPhysicsDirectSpaceState::intersect_ray(const Vector3 &p_from, const V
}
}
int BulletPhysicsDirectSpaceState::intersect_shape(const RID &p_shape, const Transform &p_xform, float p_margin, ShapeResult *p_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask) {
int BulletPhysicsDirectSpaceState::intersect_shape(const RID &p_shape, const Transform &p_xform, float p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask) {
if (p_result_max <= 0)
return 0;
@ -138,7 +138,7 @@ int BulletPhysicsDirectSpaceState::intersect_shape(const RID &p_shape, const Tra
collision_object.setCollisionShape(btConvex);
collision_object.setWorldTransform(bt_xform);
GodotAllContactResultCallback btQuery(&collision_object, p_results, p_result_max, &p_exclude);
GodotAllContactResultCallback btQuery(&collision_object, r_results, p_result_max, &p_exclude);
btQuery.m_collisionFilterGroup = 0;
btQuery.m_collisionFilterMask = p_collision_mask;
btQuery.m_closestDistanceThreshold = 0;