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-rw-r--r--modules/bullet/rigid_body_bullet.h12
1 files changed, 6 insertions, 6 deletions
diff --git a/modules/bullet/rigid_body_bullet.h b/modules/bullet/rigid_body_bullet.h
index fc3f2db796..57b80cf50c 100644
--- a/modules/bullet/rigid_body_bullet.h
+++ b/modules/bullet/rigid_body_bullet.h
@@ -89,13 +89,13 @@ private:
public:
virtual Vector3 get_total_gravity() const override;
- virtual float get_total_angular_damp() const override;
- virtual float get_total_linear_damp() const override;
+ virtual real_t get_total_angular_damp() const override;
+ virtual real_t get_total_linear_damp() const override;
virtual Vector3 get_center_of_mass() const override;
virtual Basis get_principal_inertia_axes() const override;
// get the mass
- virtual float get_inverse_mass() const override;
+ virtual real_t get_inverse_mass() const override;
// get density of this body space
virtual Vector3 get_inverse_inertia() const override;
// get density of this body space
@@ -124,7 +124,7 @@ public:
virtual Vector3 get_contact_local_position(int p_contact_idx) const override;
virtual Vector3 get_contact_local_normal(int p_contact_idx) const override;
- virtual float get_contact_impulse(int p_contact_idx) const override;
+ virtual real_t get_contact_impulse(int p_contact_idx) const override;
virtual int get_contact_local_shape(int p_contact_idx) const override;
virtual RID get_contact_collider(int p_contact_idx) const override;
@@ -150,7 +150,7 @@ public:
Vector3 hitLocalLocation;
Vector3 hitWorldLocation;
Vector3 hitNormal;
- float appliedImpulse;
+ real_t appliedImpulse;
};
struct ForceIntegrationCallback {
@@ -264,7 +264,7 @@ public:
}
bool can_add_collision() { return collisionsCount < maxCollisionsDetection; }
- bool add_collision_object(RigidBodyBullet *p_otherObject, const Vector3 &p_hitWorldLocation, const Vector3 &p_hitLocalLocation, const Vector3 &p_hitNormal, const float &p_appliedImpulse, int p_other_shape_index, int p_local_shape_index);
+ bool add_collision_object(RigidBodyBullet *p_otherObject, const Vector3 &p_hitWorldLocation, const Vector3 &p_hitLocalLocation, const Vector3 &p_hitNormal, const real_t &p_appliedImpulse, int p_other_shape_index, int p_local_shape_index);
bool was_colliding(RigidBodyBullet *p_other_object);
void set_activation_state(bool p_active);