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box2d: fix World_CollideMover

Laytan Laats 3 months ago
parent
commit
6c1a3c4f0c
2 changed files with 2 additions and 2 deletions
  1. 1 1
      vendor/box2d/box2d.odin
  2. 1 1
      vendor/box2d/types.odin

+ 1 - 1
vendor/box2d/box2d.odin

@@ -574,7 +574,7 @@ foreign lib {
 
 	// Collide a capsule mover with the world, gathering collision planes that can be fed to b2SolvePlanes. Useful for
 	// kinematic character movement.
-	World_CollideMover            :: proc(worldId: WorldId, #by_ptr mover: Capsule, filter: QueryFilter, fcn: CastResultFcn, ctx: rawptr) ---
+	World_CollideMover            :: proc(worldId: WorldId, #by_ptr mover: Capsule, filter: QueryFilter, fcn: PlaneResultFcn, ctx: rawptr) ---
 
 	// Enable/disable sleep. If your application does not need sleeping, you can gain some performance
 	//	by disabling sleep completely at the world level.

+ 1 - 1
vendor/box2d/types.odin

@@ -1118,7 +1118,7 @@ CastResultFcn :: #type proc "c" (shapeId: ShapeId, point: Vec2, normal: Vec2, fr
 
 // Used to collect collision planes for character movers.
 // Return true to continue gathering planes.
-PlaneResultFcn :: #type proc "c" (shapeId: ShapeId, plane: ^PlaneResult, ctx: rawptr)
+PlaneResultFcn :: #type proc "c" (shapeId: ShapeId, plane: ^PlaneResult, ctx: rawptr) -> bool
 
 // These colors are used for debug draw and mostly match the named SVG colors.
 // See https://www.rapidtables.com/web/color/index.html