diff options
Diffstat (limited to 'servers/physics_3d/body_3d_sw.h')
-rw-r--r-- | servers/physics_3d/body_3d_sw.h | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/servers/physics_3d/body_3d_sw.h b/servers/physics_3d/body_3d_sw.h index b642729404..e87ff2364b 100644 --- a/servers/physics_3d/body_3d_sw.h +++ b/servers/physics_3d/body_3d_sw.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -33,7 +33,7 @@ #include "area_3d_sw.h" #include "collision_object_3d_sw.h" -#include "core/vset.h" +#include "core/templates/vset.h" class Constraint3DSW; @@ -178,7 +178,7 @@ public: } _FORCE_INLINE_ int get_max_contacts_reported() const { return contacts.size(); } - _FORCE_INLINE_ bool can_report_contacts() const { return !contacts.empty(); } + _FORCE_INLINE_ bool can_report_contacts() const { return !contacts.is_empty(); } _FORCE_INLINE_ void add_contact(const Vector3 &p_local_pos, const Vector3 &p_local_normal, real_t p_depth, int p_local_shape, const Vector3 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector3 &p_collider_velocity_at_pos); _FORCE_INLINE_ void add_exception(const RID &p_exception) { exceptions.insert(p_exception); } @@ -290,10 +290,10 @@ public: void update_inertias(); _FORCE_INLINE_ real_t get_inv_mass() const { return _inv_mass; } - _FORCE_INLINE_ Vector3 get_inv_inertia() const { return _inv_inertia; } - _FORCE_INLINE_ Basis get_inv_inertia_tensor() const { return _inv_inertia_tensor; } + _FORCE_INLINE_ const Vector3 &get_inv_inertia() const { return _inv_inertia; } + _FORCE_INLINE_ const Basis &get_inv_inertia_tensor() const { return _inv_inertia_tensor; } _FORCE_INLINE_ real_t get_friction() const { return friction; } - _FORCE_INLINE_ Vector3 get_gravity() const { return gravity; } + _FORCE_INLINE_ const Vector3 &get_gravity() const { return gravity; } _FORCE_INLINE_ real_t get_bounce() const { return bounce; } void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool lock); @@ -426,7 +426,7 @@ public: 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 override { + virtual real_t 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 override { |