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authorAaron Franke <arnfranke@yahoo.com>2021-01-28 01:34:26 -0500
committerAaron Franke <arnfranke@yahoo.com>2021-01-28 18:15:42 -0500
commitcb9fc117d139db399a6ffef460b781eb7ae9092e (patch)
tree0dac28e4526fa9c334cc621296599d453295991c /servers/physics_3d/space_3d_sw.cpp
parent329d4796ae59ad4823e3899cfdc2c670c7c37de2 (diff)
Use real_t in physics code
Diffstat (limited to 'servers/physics_3d/space_3d_sw.cpp')
-rw-r--r--servers/physics_3d/space_3d_sw.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/servers/physics_3d/space_3d_sw.cpp b/servers/physics_3d/space_3d_sw.cpp
index 6cc7ad2676..547717c73c 100644
--- a/servers/physics_3d/space_3d_sw.cpp
+++ b/servers/physics_3d/space_3d_sw.cpp
@@ -476,7 +476,7 @@ Vector3 PhysicsDirectSpaceState3DSW::get_closest_point_to_object_volume(RID p_ob
ERR_FAIL_COND_V(obj->get_space() != space, Vector3());
- float min_distance = 1e20;
+ real_t min_distance = 1e20;
Vector3 min_point;
bool shapes_found = false;
@@ -492,7 +492,7 @@ Vector3 PhysicsDirectSpaceState3DSW::get_closest_point_to_object_volume(RID p_ob
Vector3 point = shape->get_closest_point_to(shape_xform.affine_inverse().xform(p_point));
point = shape_xform.xform(point);
- float dist = point.distance_to(p_point);
+ real_t dist = point.distance_to(p_point);
if (dist < min_distance) {
min_distance = dist;
min_point = point;
@@ -651,7 +651,7 @@ int Space3DSW::test_body_ray_separation(Body3DSW *p_body, const Transform &p_tra
recover_motion += (b - a) / cbk.amount;
- float depth = a.distance_to(b);
+ real_t depth = a.distance_to(b);
if (depth > result.collision_depth) {
result.collision_depth = depth;
result.collision_point = b;