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Diffstat (limited to 'servers/physics_2d/body_2d_sw.h')
-rw-r--r--servers/physics_2d/body_2d_sw.h24
1 files changed, 12 insertions, 12 deletions
diff --git a/servers/physics_2d/body_2d_sw.h b/servers/physics_2d/body_2d_sw.h
index bf9dcaa9b0..3fb01959a9 100644
--- a/servers/physics_2d/body_2d_sw.h
+++ b/servers/physics_2d/body_2d_sw.h
@@ -69,7 +69,7 @@ class Body2DSW : public CollisionObject2DSW {
real_t applied_torque;
Vector2 one_way_collision_direction;
- float one_way_collision_max_depth;
+ real_t one_way_collision_max_depth;
SelfList<Body2DSW> active_list;
@@ -109,7 +109,7 @@ class Body2DSW : public CollisionObject2DSW {
Vector2 local_pos;
Vector2 local_normal;
- float depth;
+ real_t depth;
int local_shape;
Vector2 collider_pos;
int collider_shape;
@@ -168,7 +168,7 @@ public:
_FORCE_INLINE_ int get_max_contacts_reported() const { return contacts.size(); }
_FORCE_INLINE_ bool can_report_contacts() const { return !contacts.empty(); }
- _FORCE_INLINE_ void add_contact(const Vector2& p_local_pos,const Vector2& p_local_normal, float p_depth, int p_local_shape, const Vector2& p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID& p_collider,const Vector2& p_collider_velocity_at_pos);
+ _FORCE_INLINE_ void add_contact(const Vector2& p_local_pos,const Vector2& p_local_normal, real_t p_depth, int p_local_shape, const Vector2& p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID& p_collider,const Vector2& p_collider_velocity_at_pos);
_FORCE_INLINE_ void add_exception(const RID& p_exception) { exceptions.insert(p_exception);}
@@ -229,8 +229,8 @@ public:
- void set_param(Physics2DServer::BodyParameter p_param, float);
- float get_param(Physics2DServer::BodyParameter p_param) const;
+ void set_param(Physics2DServer::BodyParameter p_param, real_t);
+ real_t get_param(Physics2DServer::BodyParameter p_param) const;
void set_mode(Physics2DServer::BodyMode p_mode);
Physics2DServer::BodyMode get_mode() const;
@@ -259,8 +259,8 @@ public:
}
Vector2 get_one_way_collision_direction() const { return one_way_collision_direction; }
- void set_one_way_collision_max_depth(float p_depth) { one_way_collision_max_depth=p_depth; }
- float get_one_way_collision_max_depth() const { return one_way_collision_max_depth; }
+ void set_one_way_collision_max_depth(real_t p_depth) { one_way_collision_max_depth=p_depth; }
+ real_t get_one_way_collision_max_depth() const { return one_way_collision_max_depth; }
_FORCE_INLINE_ bool is_using_one_way_collision() const { return using_one_way_cache; }
@@ -303,7 +303,7 @@ public:
//add contact inline
-void Body2DSW::add_contact(const Vector2& p_local_pos,const Vector2& p_local_normal, float p_depth, int p_local_shape, const Vector2& p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID& p_collider,const Vector2& p_collider_velocity_at_pos) {
+void Body2DSW::add_contact(const Vector2& p_local_pos,const Vector2& p_local_normal, real_t p_depth, int p_local_shape, const Vector2& p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID& p_collider,const Vector2& p_collider_velocity_at_pos) {
int c_max=contacts.size();
@@ -319,7 +319,7 @@ void Body2DSW::add_contact(const Vector2& p_local_pos,const Vector2& p_local_nor
idx=contact_count++;
} else {
- float least_depth=1e20;
+ real_t least_depth=1e20;
int least_deep=-1;
for(int i=0;i<c_max;i++) {
@@ -361,10 +361,10 @@ public:
real_t step;
virtual Vector2 get_total_gravity() const { return body->gravity; } // get gravity vector working on this body space/area
- virtual float get_total_angular_damp() const { return body->area_angular_damp; } // get density of this body space/area
- virtual float get_total_linear_damp() const { return body->area_linear_damp; } // get density of this body space/area
+ virtual real_t get_total_angular_damp() const { return body->area_angular_damp; } // get density of this body space/area
+ virtual real_t get_total_linear_damp() const { return body->area_linear_damp; } // get density of this body space/area
- virtual float get_inverse_mass() const { return body->get_inv_mass(); } // get the mass
+ virtual real_t get_inverse_mass() const { return body->get_inv_mass(); } // get the mass
virtual real_t get_inverse_inertia() const { return body->get_inv_inertia(); } // get density of this body space
virtual void set_linear_velocity(const Vector2& p_velocity) { body->set_linear_velocity(p_velocity); }