diff options
Diffstat (limited to 'scene')
-rw-r--r-- | scene/2d/physics_body_2d.cpp | 10 | ||||
-rw-r--r-- | scene/2d/physics_body_2d.h | 4 | ||||
-rw-r--r-- | scene/3d/physics_body_3d.cpp | 6 |
3 files changed, 10 insertions, 10 deletions
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp index ab0e67d145..31868b91fd 100644 --- a/scene/2d/physics_body_2d.cpp +++ b/scene/2d/physics_body_2d.cpp @@ -293,7 +293,7 @@ void StaticBody2D::_notification(int p_what) { // Used by sync to physics, send the new transform to the physics... Transform2D new_transform = get_global_transform(); - real_t delta_time = get_physics_process_delta_time(); + double delta_time = get_physics_process_delta_time(); new_transform.translate(constant_linear_velocity * delta_time); new_transform.set_rotation(new_transform.get_rotation() + constant_angular_velocity * delta_time); @@ -316,7 +316,7 @@ void StaticBody2D::_notification(int p_what) { Transform2D new_transform = get_global_transform(); - real_t delta_time = get_physics_process_delta_time(); + double delta_time = get_physics_process_delta_time(); new_transform.translate(constant_linear_velocity * delta_time); new_transform.set_rotation(new_transform.get_rotation() + constant_angular_velocity * delta_time); @@ -1045,7 +1045,7 @@ void RigidBody2D::_reload_physics_characteristics() { bool CharacterBody2D::move_and_slide() { // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky. - float delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time(); + double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time(); Vector2 current_platform_velocity = platform_velocity; @@ -1100,7 +1100,7 @@ bool CharacterBody2D::move_and_slide() { return motion_results.size() > 0; } -void CharacterBody2D::_move_and_slide_grounded(real_t p_delta, bool p_was_on_floor, const Vector2 &p_prev_platform_velocity) { +void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_floor, const Vector2 &p_prev_platform_velocity) { Vector2 motion = linear_velocity * p_delta; Vector2 motion_slide_up = motion.slide(up_direction); @@ -1244,7 +1244,7 @@ void CharacterBody2D::_move_and_slide_grounded(real_t p_delta, bool p_was_on_flo } } -void CharacterBody2D::_move_and_slide_free(real_t p_delta) { +void CharacterBody2D::_move_and_slide_free(double p_delta) { Vector2 motion = linear_velocity * p_delta; platform_rid = RID(); diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h index 612dbd192d..e45659b1f3 100644 --- a/scene/2d/physics_body_2d.h +++ b/scene/2d/physics_body_2d.h @@ -360,8 +360,8 @@ private: void set_motion_mode(MotionMode p_mode); MotionMode get_motion_mode() const; - void _move_and_slide_free(real_t p_delta); - void _move_and_slide_grounded(real_t p_delta, bool p_was_on_floor, const Vector2 &p_prev_platform_velocity); + void _move_and_slide_free(double p_delta); + void _move_and_slide_grounded(double p_delta, bool p_was_on_floor, const Vector2 &p_prev_platform_velocity); Ref<KinematicCollision2D> _get_slide_collision(int p_bounce); Ref<KinematicCollision2D> _get_last_slide_collision(); diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index 06a4087b60..31f666e425 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -347,7 +347,7 @@ void StaticBody3D::_notification(int p_what) { // Used by sync to physics, send the new transform to the physics... Transform3D new_transform = get_global_transform(); - real_t delta_time = get_physics_process_delta_time(); + double delta_time = get_physics_process_delta_time(); new_transform.origin += constant_linear_velocity * delta_time; real_t ang_vel = constant_angular_velocity.length(); @@ -378,7 +378,7 @@ void StaticBody3D::_notification(int p_what) { Transform3D new_transform = get_global_transform(); - real_t delta_time = get_physics_process_delta_time(); + double delta_time = get_physics_process_delta_time(); new_transform.origin += constant_linear_velocity * delta_time; real_t ang_vel = constant_angular_velocity.length(); @@ -1083,7 +1083,7 @@ bool CharacterBody3D::move_and_slide() { bool was_on_floor = on_floor; // Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky - float delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time(); + double delta = Engine::get_singleton()->is_in_physics_frame() ? get_physics_process_delta_time() : get_process_delta_time(); for (int i = 0; i < 3; i++) { if (locked_axis & (1 << i)) { |