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-rw-r--r--modules/bullet/rigid_body_bullet.h16
1 files changed, 8 insertions, 8 deletions
diff --git a/modules/bullet/rigid_body_bullet.h b/modules/bullet/rigid_body_bullet.h
index bce3511282..b73e132103 100644
--- a/modules/bullet/rigid_body_bullet.h
+++ b/modules/bullet/rigid_body_bullet.h
@@ -45,7 +45,7 @@ class AreaBullet;
class SpaceBullet;
class btRigidBody;
class GodotMotionState;
-class BulletPhysicsDirectBodyState;
+class BulletPhysicsDirectBodyState3D;
/// This class could be used in multi thread with few changes but currently
/// is set to be only in one single thread.
@@ -53,16 +53,16 @@ class BulletPhysicsDirectBodyState;
/// In the system there is only one object at a time that manage all bodies and is
/// created by BulletPhysicsServer3D and is held by the "singleton" variable of this class
/// Each time something require it, the body must be set again.
-class BulletPhysicsDirectBodyState : public PhysicsDirectBodyState3D {
- GDCLASS(BulletPhysicsDirectBodyState, PhysicsDirectBodyState3D);
+class BulletPhysicsDirectBodyState3D : public PhysicsDirectBodyState3D {
+ GDCLASS(BulletPhysicsDirectBodyState3D, PhysicsDirectBodyState3D);
- static BulletPhysicsDirectBodyState *singleton;
+ static BulletPhysicsDirectBodyState3D *singleton;
public:
/// This class avoid the creation of more object of this class
static void initSingleton() {
if (!singleton) {
- singleton = memnew(BulletPhysicsDirectBodyState);
+ singleton = memnew(BulletPhysicsDirectBodyState3D);
}
}
@@ -75,7 +75,7 @@ public:
singleton->deltaTime = p_deltaTime;
}
- static BulletPhysicsDirectBodyState *get_singleton(RigidBodyBullet *p_body) {
+ static BulletPhysicsDirectBodyState3D *get_singleton(RigidBodyBullet *p_body) {
singleton->body = p_body;
return singleton;
}
@@ -85,7 +85,7 @@ public:
real_t deltaTime;
private:
- BulletPhysicsDirectBodyState() {}
+ BulletPhysicsDirectBodyState3D() {}
public:
virtual Vector3 get_total_gravity() const;
@@ -187,7 +187,7 @@ public:
};
private:
- friend class BulletPhysicsDirectBodyState;
+ friend class BulletPhysicsDirectBodyState3D;
// This is required only for Kinematic movement
KinematicUtilities *kinematic_utilities;