diff options
Diffstat (limited to 'servers/physics_3d/body_3d_sw.cpp')
-rw-r--r-- | servers/physics_3d/body_3d_sw.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/servers/physics_3d/body_3d_sw.cpp b/servers/physics_3d/body_3d_sw.cpp index e4f9548a61..afcfde7bbb 100644 --- a/servers/physics_3d/body_3d_sw.cpp +++ b/servers/physics_3d/body_3d_sw.cpp @@ -100,7 +100,7 @@ void Body3DSW::update_inertias() { 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); + Transform3D shape_transform = get_shape_transform(i); Basis shape_basis = shape_transform.basis.orthonormalized(); // NOTE: we don't take the scale of collision shapes into account when computing the inertia tensor! @@ -286,7 +286,7 @@ void Body3DSW::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_va _set_inv_transform(get_transform().affine_inverse()); wakeup_neighbours(); } else { - Transform t = p_variant; + Transform3D t = p_variant; t.orthonormalize(); new_transform = get_transform(); //used as old to compute motion if (new_transform == t) { @@ -585,7 +585,7 @@ void Body3DSW::integrate_velocities(real_t p_step) { Vector3 total_angular_velocity = angular_velocity + biased_angular_velocity; real_t ang_vel = total_angular_velocity.length(); - Transform transform = get_transform(); + Transform3D transform = get_transform(); if (ang_vel != 0.0) { Vector3 ang_vel_axis = total_angular_velocity / ang_vel; @@ -617,8 +617,8 @@ void Body3DSW::integrate_velocities(real_t p_step) { } /* -void BodySW::simulate_motion(const Transform& p_xform,real_t p_step) { - Transform inv_xform = p_xform.affine_inverse(); +void BodySW::simulate_motion(const Transform3D& p_xform,real_t p_step) { + Transform3D inv_xform = p_xform.affine_inverse(); if (!get_space()) { _set_transform(p_xform); _set_inv_transform(inv_xform); @@ -738,7 +738,7 @@ Body3DSW::Body3DSW() : mass = 1; kinematic_safe_margin = 0.001; - //_inv_inertia=Transform(); + //_inv_inertia=Transform3D(); _inv_mass = 1; bounce = 0; friction = 1; |