diff options
Diffstat (limited to 'scene/3d/vehicle_body_3d.h')
-rw-r--r-- | scene/3d/vehicle_body_3d.h | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/scene/3d/vehicle_body_3d.h b/scene/3d/vehicle_body_3d.h index 1ca9b6253f..d5e896263d 100644 --- a/scene/3d/vehicle_body_3d.h +++ b/scene/3d/vehicle_body_3d.h @@ -91,7 +91,7 @@ class VehicleWheel3D : public Node3D { PhysicsBody3D *m_groundObject; //could be general void* ptr } m_raycastInfo; - void _update(PhysicsDirectBodyState *s); + void _update(PhysicsDirectBodyState3D *s); protected: void _notification(int p_what); @@ -170,24 +170,24 @@ class VehicleBody3D : public RigidBody3D { Vector<real_t> m_sideImpulse; struct btVehicleWheelContactPoint { - PhysicsDirectBodyState *m_s; + PhysicsDirectBodyState3D *m_s; PhysicsBody3D *m_body1; Vector3 m_frictionPositionWorld; Vector3 m_frictionDirectionWorld; real_t m_jacDiagABInv; real_t m_maxImpulse; - btVehicleWheelContactPoint(PhysicsDirectBodyState *s, PhysicsBody3D *body1, const Vector3 &frictionPosWorld, const Vector3 &frictionDirectionWorld, real_t maxImpulse); + btVehicleWheelContactPoint(PhysicsDirectBodyState3D *s, PhysicsBody3D *body1, const Vector3 &frictionPosWorld, const Vector3 &frictionDirectionWorld, real_t maxImpulse); }; - void _resolve_single_bilateral(PhysicsDirectBodyState *s, const Vector3 &pos1, PhysicsBody3D *body2, const Vector3 &pos2, const Vector3 &normal, real_t &impulse, const real_t p_rollInfluence); + void _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 _calc_rolling_friction(btVehicleWheelContactPoint &contactPoint); - void _update_friction(PhysicsDirectBodyState *s); - void _update_suspension(PhysicsDirectBodyState *s); - real_t _ray_cast(int p_idx, PhysicsDirectBodyState *s); - void _update_wheel_transform(VehicleWheel3D &wheel, PhysicsDirectBodyState *s); - void _update_wheel(int p_idx, PhysicsDirectBodyState *s); + void _update_friction(PhysicsDirectBodyState3D *s); + void _update_suspension(PhysicsDirectBodyState3D *s); + real_t _ray_cast(int p_idx, PhysicsDirectBodyState3D *s); + void _update_wheel_transform(VehicleWheel3D &wheel, PhysicsDirectBodyState3D *s); + void _update_wheel(int p_idx, PhysicsDirectBodyState3D *s); friend class VehicleWheel3D; Vector<VehicleWheel3D *> wheels; |