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-rw-r--r--servers/physics_3d/body_3d_sw.h68
1 files changed, 34 insertions, 34 deletions
diff --git a/servers/physics_3d/body_3d_sw.h b/servers/physics_3d/body_3d_sw.h
index 2878c97c9d..b642729404 100644
--- a/servers/physics_3d/body_3d_sw.h
+++ b/servers/physics_3d/body_3d_sw.h
@@ -382,82 +382,82 @@ public:
Body3DSW *body;
real_t step;
- virtual Vector3 get_total_gravity() const { return body->gravity; } // get gravity vector working on 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 Vector3 get_total_gravity() const override { return body->gravity; } // get gravity vector working on this body space/area
+ virtual real_t get_total_angular_damp() const override { return body->area_angular_damp; } // get density of this body space/area
+ virtual real_t get_total_linear_damp() const override { return body->area_linear_damp; } // get density of this body space/area
- virtual Vector3 get_center_of_mass() const { return body->get_center_of_mass(); }
- virtual Basis get_principal_inertia_axes() const { return body->get_principal_inertia_axes(); }
+ virtual Vector3 get_center_of_mass() const override { return body->get_center_of_mass(); }
+ virtual Basis get_principal_inertia_axes() const override { return body->get_principal_inertia_axes(); }
- virtual real_t get_inverse_mass() const { return body->get_inv_mass(); } // get the mass
- virtual Vector3 get_inverse_inertia() const { return body->get_inv_inertia(); } // get density of this body space
- virtual Basis get_inverse_inertia_tensor() const { return body->get_inv_inertia_tensor(); } // get density of this body space
+ virtual real_t get_inverse_mass() const override { return body->get_inv_mass(); } // get the mass
+ virtual Vector3 get_inverse_inertia() const override { return body->get_inv_inertia(); } // get density of this body space
+ virtual Basis get_inverse_inertia_tensor() const override { return body->get_inv_inertia_tensor(); } // get density of this body space
- virtual void set_linear_velocity(const Vector3 &p_velocity) { body->set_linear_velocity(p_velocity); }
- virtual Vector3 get_linear_velocity() const { return body->get_linear_velocity(); }
+ virtual void set_linear_velocity(const Vector3 &p_velocity) override { body->set_linear_velocity(p_velocity); }
+ virtual Vector3 get_linear_velocity() const override { return body->get_linear_velocity(); }
- virtual void set_angular_velocity(const Vector3 &p_velocity) { body->set_angular_velocity(p_velocity); }
- virtual Vector3 get_angular_velocity() const { return body->get_angular_velocity(); }
+ virtual void set_angular_velocity(const Vector3 &p_velocity) override { body->set_angular_velocity(p_velocity); }
+ virtual Vector3 get_angular_velocity() const override { return body->get_angular_velocity(); }
- virtual void set_transform(const Transform &p_transform) { body->set_state(PhysicsServer3D::BODY_STATE_TRANSFORM, p_transform); }
- virtual Transform get_transform() const { return body->get_transform(); }
+ virtual void set_transform(const Transform &p_transform) override { body->set_state(PhysicsServer3D::BODY_STATE_TRANSFORM, p_transform); }
+ virtual Transform get_transform() const override { return body->get_transform(); }
- virtual void add_central_force(const Vector3 &p_force) { body->add_central_force(p_force); }
- virtual void add_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) {
+ virtual void add_central_force(const Vector3 &p_force) override { body->add_central_force(p_force); }
+ virtual void add_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) override {
body->add_force(p_force, p_position);
}
- virtual void add_torque(const Vector3 &p_torque) { body->add_torque(p_torque); }
- virtual void apply_central_impulse(const Vector3 &p_impulse) { body->apply_central_impulse(p_impulse); }
- virtual void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) {
+ virtual void add_torque(const Vector3 &p_torque) override { body->add_torque(p_torque); }
+ virtual void apply_central_impulse(const Vector3 &p_impulse) override { body->apply_central_impulse(p_impulse); }
+ virtual void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) override {
body->apply_impulse(p_impulse, p_position);
}
- virtual void apply_torque_impulse(const Vector3 &p_impulse) { body->apply_torque_impulse(p_impulse); }
+ virtual void apply_torque_impulse(const Vector3 &p_impulse) override { body->apply_torque_impulse(p_impulse); }
- virtual void set_sleep_state(bool p_sleep) { body->set_active(!p_sleep); }
- virtual bool is_sleeping() const { return !body->is_active(); }
+ virtual void set_sleep_state(bool p_sleep) override { body->set_active(!p_sleep); }
+ virtual bool is_sleeping() const override { return !body->is_active(); }
- virtual int get_contact_count() const { return body->contact_count; }
+ virtual int get_contact_count() const override { return body->contact_count; }
- virtual Vector3 get_contact_local_position(int p_contact_idx) const {
+ virtual Vector3 get_contact_local_position(int p_contact_idx) const override {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
return body->contacts[p_contact_idx].local_pos;
}
- virtual Vector3 get_contact_local_normal(int p_contact_idx) const {
+ virtual Vector3 get_contact_local_normal(int p_contact_idx) const override {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
return body->contacts[p_contact_idx].local_normal;
}
- virtual float get_contact_impulse(int p_contact_idx) const {
+ virtual float get_contact_impulse(int p_contact_idx) const override {
return 0.0f; // Only implemented for bullet
}
- virtual int get_contact_local_shape(int p_contact_idx) const {
+ virtual int get_contact_local_shape(int p_contact_idx) const override {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, -1);
return body->contacts[p_contact_idx].local_shape;
}
- virtual RID get_contact_collider(int p_contact_idx) const {
+ virtual RID get_contact_collider(int p_contact_idx) const override {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, RID());
return body->contacts[p_contact_idx].collider;
}
- virtual Vector3 get_contact_collider_position(int p_contact_idx) const {
+ virtual Vector3 get_contact_collider_position(int p_contact_idx) const override {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
return body->contacts[p_contact_idx].collider_pos;
}
- virtual ObjectID get_contact_collider_id(int p_contact_idx) const {
+ virtual ObjectID get_contact_collider_id(int p_contact_idx) const override {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, ObjectID());
return body->contacts[p_contact_idx].collider_instance_id;
}
- virtual int get_contact_collider_shape(int p_contact_idx) const {
+ virtual int get_contact_collider_shape(int p_contact_idx) const override {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, 0);
return body->contacts[p_contact_idx].collider_shape;
}
- virtual Vector3 get_contact_collider_velocity_at_position(int p_contact_idx) const {
+ virtual Vector3 get_contact_collider_velocity_at_position(int p_contact_idx) const override {
ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
return body->contacts[p_contact_idx].collider_velocity_at_pos;
}
- virtual PhysicsDirectSpaceState3D *get_space_state();
+ virtual PhysicsDirectSpaceState3D *get_space_state() override;
- virtual real_t get_step() const { return step; }
+ virtual real_t get_step() const override { return step; }
PhysicsDirectBodyState3DSW() {
singleton = this;
body = nullptr;