diff --git a/modules/godot_physics_2d/godot_collision_solver_2d_sat.cpp b/modules/godot_physics_2d/godot_collision_solver_2d_sat.cpp index f66f720fcc..d6f76d80bb 100644 --- a/modules/godot_physics_2d/godot_collision_solver_2d_sat.cpp +++ b/modules/godot_physics_2d/godot_collision_solver_2d_sat.cpp @@ -777,8 +777,7 @@ static void _collision_rectangle_rectangle(const GodotShape2D *p_a, const Transf return; } - //WAIT WHAT? - //Yes, it's the same goddam normal for both of them, + //It's the same normal for both axis tests, //but the second one is just inverted and has the x as inverse. const Vector2 rect_fn = p_transform_a.columns[0].normalized(); @@ -862,8 +861,7 @@ static void _collision_rectangle_capsule(const GodotShape2D *p_a, const Transfor return; } - //WAIT WHAT? - //Yes, it's the same goddam normal for both of them, + //It's the same normal for both axis tests, //but the second one is just inverted and has the x as inverse. const Vector2 rect_fn = p_transform_a.columns[0].normalized(); @@ -947,8 +945,7 @@ static void _collision_rectangle_convex_polygon(const GodotShape2D *p_a, const T return; } - //WAIT WHAT? - //Yes, it's the same goddam normal for both of them, + //It's the same normal for both axis tests, //but the second one is just inverted and has the x as inverse. const Vector2 rect_fn = p_transform_a.columns[0].normalized();