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authorJuan Linietsky <reduzio@gmail.com>2020-03-27 15:21:27 -0300
committerJuan Linietsky <reduzio@gmail.com>2020-03-27 15:21:27 -0300
commita6f3bc7c696af03e3875f78e098d2476e409d15e (patch)
treefc1bb58e900436c48c03c52106eb57250442ae35 /scene/3d/vehicle_body_3d.cpp
parent307b1b3a5835ecdb477859785c673a07e248f904 (diff)
Renaming of servers for coherency.
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
Diffstat (limited to 'scene/3d/vehicle_body_3d.cpp')
-rw-r--r--scene/3d/vehicle_body_3d.cpp24
1 files changed, 12 insertions, 12 deletions
diff --git a/scene/3d/vehicle_body_3d.cpp b/scene/3d/vehicle_body_3d.cpp
index 5d601b0d43..5984b776b2 100644
--- a/scene/3d/vehicle_body_3d.cpp
+++ b/scene/3d/vehicle_body_3d.cpp
@@ -111,7 +111,7 @@ String VehicleWheel3D::get_configuration_warning() const {
return String();
}
-void VehicleWheel3D::_update(PhysicsDirectBodyState *s) {
+void VehicleWheel3D::_update(PhysicsDirectBodyState3D *s) {
if (m_raycastInfo.m_isInContact)
@@ -388,7 +388,7 @@ VehicleWheel3D::VehicleWheel3D() {
body = NULL;
}
-void VehicleBody3D::_update_wheel_transform(VehicleWheel3D &wheel, PhysicsDirectBodyState *s) {
+void VehicleBody3D::_update_wheel_transform(VehicleWheel3D &wheel, PhysicsDirectBodyState3D *s) {
wheel.m_raycastInfo.m_isInContact = false;
@@ -405,7 +405,7 @@ void VehicleBody3D::_update_wheel_transform(VehicleWheel3D &wheel, PhysicsDirect
wheel.m_raycastInfo.m_wheelAxleWS = chassisTrans.get_basis().xform(wheel.m_wheelAxleCS).normalized();
}
-void VehicleBody3D::_update_wheel(int p_idx, PhysicsDirectBodyState *s) {
+void VehicleBody3D::_update_wheel(int p_idx, PhysicsDirectBodyState3D *s) {
VehicleWheel3D &wheel = *wheels[p_idx];
_update_wheel_transform(wheel, s);
@@ -430,7 +430,7 @@ void VehicleBody3D::_update_wheel(int p_idx, PhysicsDirectBodyState *s) {
wheel.m_raycastInfo.m_hardPointWS + wheel.m_raycastInfo.m_wheelDirectionWS * wheel.m_raycastInfo.m_suspensionLength);
}
-real_t VehicleBody3D::_ray_cast(int p_idx, PhysicsDirectBodyState *s) {
+real_t VehicleBody3D::_ray_cast(int p_idx, PhysicsDirectBodyState3D *s) {
VehicleWheel3D &wheel = *wheels[p_idx];
@@ -448,9 +448,9 @@ real_t VehicleBody3D::_ray_cast(int p_idx, PhysicsDirectBodyState *s) {
real_t param = real_t(0.);
- PhysicsDirectSpaceState::RayResult rr;
+ PhysicsDirectSpaceState3D::RayResult rr;
- PhysicsDirectSpaceState *ss = s->get_space_state();
+ PhysicsDirectSpaceState3D *ss = s->get_space_state();
bool col = ss->intersect_ray(source, target, rr, exclude);
@@ -513,7 +513,7 @@ real_t VehicleBody3D::_ray_cast(int p_idx, PhysicsDirectBodyState *s) {
return depth;
}
-void VehicleBody3D::_update_suspension(PhysicsDirectBodyState *s) {
+void VehicleBody3D::_update_suspension(PhysicsDirectBodyState3D *s) {
real_t chassisMass = mass;
@@ -558,7 +558,7 @@ void VehicleBody3D::_update_suspension(PhysicsDirectBodyState *s) {
}
//bilateral constraint between two dynamic objects
-void VehicleBody3D::_resolve_single_bilateral(PhysicsDirectBodyState *s, const Vector3 &pos1,
+void VehicleBody3D::_resolve_single_bilateral(PhysicsDirectBodyState3D *s, const Vector3 &pos1,
PhysicsBody3D *body2, const Vector3 &pos2, const Vector3 &normal, real_t &impulse, const real_t p_rollInfluence) {
real_t normalLenSqr = normal.length_squared();
@@ -636,7 +636,7 @@ void VehicleBody3D::_resolve_single_bilateral(PhysicsDirectBodyState *s, const V
#endif
}
-VehicleBody3D::btVehicleWheelContactPoint::btVehicleWheelContactPoint(PhysicsDirectBodyState *s, PhysicsBody3D *body1, const Vector3 &frictionPosWorld, const Vector3 &frictionDirectionWorld, real_t maxImpulse) :
+VehicleBody3D::btVehicleWheelContactPoint::btVehicleWheelContactPoint(PhysicsDirectBodyState3D *s, PhysicsBody3D *body1, const Vector3 &frictionPosWorld, const Vector3 &frictionDirectionWorld, real_t maxImpulse) :
m_s(s),
m_body1(body1),
m_frictionPositionWorld(frictionPosWorld),
@@ -698,7 +698,7 @@ real_t VehicleBody3D::_calc_rolling_friction(btVehicleWheelContactPoint &contact
}
static const real_t sideFrictionStiffness2 = real_t(1.0);
-void VehicleBody3D::_update_friction(PhysicsDirectBodyState *s) {
+void VehicleBody3D::_update_friction(PhysicsDirectBodyState3D *s) {
//calculate the impulse, so that the wheels don't move sidewards
int numWheel = wheels.size();
@@ -854,7 +854,7 @@ void VehicleBody3D::_direct_state_changed(Object *p_state) {
RigidBody3D::_direct_state_changed(p_state);
- state = Object::cast_to<PhysicsDirectBodyState>(p_state);
+ state = Object::cast_to<PhysicsDirectBodyState3D>(p_state);
float step = state->get_step();
@@ -992,7 +992,7 @@ VehicleBody3D::VehicleBody3D() {
ccd = false;
exclude.insert(get_rid());
- //PhysicsServer::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
+ //PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), this, "_direct_state_changed");
set_mass(40);
}