diff options
Diffstat (limited to 'modules/bullet/rigid_body_bullet.h')
-rw-r--r-- | modules/bullet/rigid_body_bullet.h | 12 |
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); |