diff options
Diffstat (limited to 'servers/physics/body_sw.cpp')
-rw-r--r-- | servers/physics/body_sw.cpp | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/servers/physics/body_sw.cpp b/servers/physics/body_sw.cpp index a67dda3a01..7fcd767268 100644 --- a/servers/physics/body_sw.cpp +++ b/servers/physics/body_sw.cpp @@ -59,7 +59,7 @@ void BodySW::update_inertias() { case PhysicsServer::BODY_MODE_RIGID: { //update tensor for all shapes, not the best way but should be somehow OK. (inspired from bullet) - float total_area=0; + real_t total_area=0; for (int i=0;i<get_shape_count();i++) { @@ -70,9 +70,9 @@ void BodySW::update_inertias() { center_of_mass_local.zero(); for (int i=0; i<get_shape_count(); i++) { - float area=get_shape_area(i); + real_t area=get_shape_area(i); - float mass = area * this->mass / total_area; + real_t mass = area * this->mass / total_area; // NOTE: we assume that the shape origin is also its center of mass center_of_mass_local += mass * get_shape_transform(i).origin; @@ -88,9 +88,9 @@ void BodySW::update_inertias() { const ShapeSW* shape=get_shape(i); - float area=get_shape_area(i); + real_t area=get_shape_area(i); - float mass = area * this->mass / total_area; + real_t mass = area * this->mass / total_area; Basis shape_inertia_tensor=shape->get_moment_of_inertia(mass).to_diagonal_matrix(); Transform shape_transform=get_shape_transform(i); @@ -170,7 +170,7 @@ void BodySW::set_active(bool p_active) { -void BodySW::set_param(PhysicsServer::BodyParameter p_param, float p_value) { +void BodySW::set_param(PhysicsServer::BodyParameter p_param, real_t p_value) { switch(p_param) { case PhysicsServer::BODY_PARAM_BOUNCE: { @@ -202,7 +202,7 @@ void BodySW::set_param(PhysicsServer::BodyParameter p_param, float p_value) { } } -float BodySW::get_param(PhysicsServer::BodyParameter p_param) const { +real_t BodySW::get_param(PhysicsServer::BodyParameter p_param) const { switch(p_param) { case PhysicsServer::BODY_PARAM_BOUNCE: { @@ -511,7 +511,7 @@ void BodySW::integrate_forces(real_t p_step) { //compute a FAKE angular velocity, not so easy Basis rot=new_transform.basis.orthonormalized().transposed() * get_transform().basis.orthonormalized(); Vector3 axis; - float angle; + real_t angle; rot.get_axis_and_angle(axis,angle); axis.normalize(); @@ -615,7 +615,7 @@ void BodySW::integrate_velocities(real_t p_step) { - float ang_vel = total_angular_velocity.length(); + real_t ang_vel = total_angular_velocity.length(); Transform transform = get_transform(); @@ -666,7 +666,7 @@ void BodySW::simulate_motion(const Transform& p_xform,real_t p_step) { //compute a FAKE angular velocity, not so easy Matrix3 rot=get_transform().basis.orthonormalized().transposed() * p_xform.basis.orthonormalized(); Vector3 axis; - float angle; + real_t angle; rot.get_axis_and_angle(axis,angle); axis.normalize(); |