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-rw-r--r--servers/physics_3d/godot_area_3d.cpp6
-rw-r--r--servers/physics_3d/godot_body_3d.cpp30
-rw-r--r--servers/physics_3d/godot_shape_3d.cpp76
3 files changed, 56 insertions, 56 deletions
diff --git a/servers/physics_3d/godot_area_3d.cpp b/servers/physics_3d/godot_area_3d.cpp
index 9765d0bf58..d4d3b3e6aa 100644
--- a/servers/physics_3d/godot_area_3d.cpp
+++ b/servers/physics_3d/godot_area_3d.cpp
@@ -333,12 +333,12 @@ void GodotArea3D::call_queries() {
void GodotArea3D::compute_gravity(const Vector3 &p_position, Vector3 &r_gravity) const {
if (is_gravity_point()) {
- const real_t gravity_distance_scale = get_gravity_distance_scale();
+ const real_t gr_distance_scale = get_gravity_distance_scale();
Vector3 v = get_transform().xform(get_gravity_vector()) - p_position;
- if (gravity_distance_scale > 0) {
+ if (gr_distance_scale > 0) {
const real_t v_length = v.length();
if (v_length > 0) {
- const real_t v_scaled = v_length * gravity_distance_scale;
+ const real_t v_scaled = v_length * gr_distance_scale;
r_gravity = (v.normalized() * (get_gravity() / (v_scaled * v_scaled)));
} else {
r_gravity = Vector3();
diff --git a/servers/physics_3d/godot_body_3d.cpp b/servers/physics_3d/godot_body_3d.cpp
index 19f065c319..cec233d95b 100644
--- a/servers/physics_3d/godot_body_3d.cpp
+++ b/servers/physics_3d/godot_body_3d.cpp
@@ -78,10 +78,10 @@ void GodotBody3D::update_mass_properties() {
real_t area = get_shape_area(i);
- real_t mass = area * this->mass / total_area;
+ real_t mass_new = area * 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;
+ center_of_mass_local += mass_new * get_shape_transform(i).origin;
}
center_of_mass_local /= mass;
@@ -108,9 +108,9 @@ void GodotBody3D::update_mass_properties() {
const GodotShape3D *shape = get_shape(i);
- real_t mass = area * this->mass / total_area;
+ real_t mass_new = area * mass / total_area;
- Basis shape_inertia_tensor = Basis::from_scale(shape->get_moment_of_inertia(mass));
+ Basis shape_inertia_tensor = Basis::from_scale(shape->get_moment_of_inertia(mass_new));
Transform3D shape_transform = get_shape_transform(i);
Basis shape_basis = shape_transform.basis.orthonormalized();
@@ -637,14 +637,14 @@ void GodotBody3D::integrate_forces(real_t p_step) {
damp = 0;
}
- real_t angular_damp = 1.0 - p_step * total_angular_damp;
+ real_t angular_damp_new = 1.0 - p_step * total_angular_damp;
- if (angular_damp < 0) { // reached zero in the given time
- angular_damp = 0;
+ if (angular_damp_new < 0) { // reached zero in the given time
+ angular_damp_new = 0;
}
linear_velocity *= damp;
- angular_velocity *= angular_damp;
+ angular_velocity *= angular_damp_new;
linear_velocity += _inv_mass * force * p_step;
angular_velocity += _inv_inertia_tensor.xform(torque) * p_step;
@@ -707,27 +707,27 @@ void GodotBody3D::integrate_velocities(real_t p_step) {
Vector3 total_angular_velocity = angular_velocity + biased_angular_velocity;
real_t ang_vel = total_angular_velocity.length();
- Transform3D transform = get_transform();
+ Transform3D transform_new = get_transform();
if (!Math::is_zero_approx(ang_vel)) {
Vector3 ang_vel_axis = total_angular_velocity / ang_vel;
Basis rot(ang_vel_axis, ang_vel * p_step);
Basis identity3(1, 0, 0, 0, 1, 0, 0, 0, 1);
- transform.origin += ((identity3 - rot) * transform.basis).xform(center_of_mass_local);
- transform.basis = rot * transform.basis;
- transform.orthonormalize();
+ transform_new.origin += ((identity3 - rot) * transform_new.basis).xform(center_of_mass_local);
+ transform_new.basis = rot * transform_new.basis;
+ transform_new.orthonormalize();
}
Vector3 total_linear_velocity = linear_velocity + biased_linear_velocity;
/*for(int i=0;i<3;i++) {
if (axis_lock&(1<<i)) {
- transform.origin[i]=0.0;
+ transform_new.origin[i]=0.0;
}
}*/
- transform.origin += total_linear_velocity * p_step;
+ transform_new.origin += total_linear_velocity * p_step;
- _set_transform(transform);
+ _set_transform(transform_new);
_set_inv_transform(get_transform().inverse());
_update_transform_dependent();
diff --git a/servers/physics_3d/godot_shape_3d.cpp b/servers/physics_3d/godot_shape_3d.cpp
index 5574be20b7..e051c688fa 100644
--- a/servers/physics_3d/godot_shape_3d.cpp
+++ b/servers/physics_3d/godot_shape_3d.cpp
@@ -411,9 +411,9 @@ void GodotBoxShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *
}
bool GodotBoxShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const {
- AABB aabb(-half_extents, half_extents * 2.0);
+ AABB aabb_ext(-half_extents, half_extents * 2.0);
- return aabb.intersects_segment(p_begin, p_end, &r_result, &r_normal);
+ return aabb_ext.intersects_segment(p_begin, p_end, &r_result, &r_normal);
}
bool GodotBoxShape3D::intersect_point(const Vector3 &p_point) const {
@@ -1259,14 +1259,14 @@ Vector3 GodotConcavePolygonShape3D::get_support(const Vector3 &p_normal) const {
}
void GodotConcavePolygonShape3D::_cull_segment(int p_idx, _SegmentCullParams *p_params) const {
- const BVH *bvh = &p_params->bvh[p_idx];
+ const BVH *params_bvh = &p_params->bvh[p_idx];
- if (!bvh->aabb.intersects_segment(p_params->from, p_params->to)) {
+ if (!params_bvh->aabb.intersects_segment(p_params->from, p_params->to)) {
return;
}
- if (bvh->face_index >= 0) {
- const Face *f = &p_params->faces[bvh->face_index];
+ if (params_bvh->face_index >= 0) {
+ const Face *f = &p_params->faces[params_bvh->face_index];
GodotFaceShape3D *face = p_params->face;
face->normal = f->normal;
face->vertex[0] = p_params->vertices[f->indices[0]];
@@ -1285,11 +1285,11 @@ void GodotConcavePolygonShape3D::_cull_segment(int p_idx, _SegmentCullParams *p_
}
}
} else {
- if (bvh->left >= 0) {
- _cull_segment(bvh->left, p_params);
+ if (params_bvh->left >= 0) {
+ _cull_segment(params_bvh->left, p_params);
}
- if (bvh->right >= 0) {
- _cull_segment(bvh->right, p_params);
+ if (params_bvh->right >= 0) {
+ _cull_segment(params_bvh->right, p_params);
}
}
}
@@ -1339,14 +1339,14 @@ Vector3 GodotConcavePolygonShape3D::get_closest_point_to(const Vector3 &p_point)
}
bool GodotConcavePolygonShape3D::_cull(int p_idx, _CullParams *p_params) const {
- const BVH *bvh = &p_params->bvh[p_idx];
+ const BVH *params_bvh = &p_params->bvh[p_idx];
- if (!p_params->aabb.intersects(bvh->aabb)) {
+ if (!p_params->aabb.intersects(params_bvh->aabb)) {
return false;
}
- if (bvh->face_index >= 0) {
- const Face *f = &p_params->faces[bvh->face_index];
+ if (params_bvh->face_index >= 0) {
+ const Face *f = &p_params->faces[params_bvh->face_index];
GodotFaceShape3D *face = p_params->face;
face->normal = f->normal;
face->vertex[0] = p_params->vertices[f->indices[0]];
@@ -1356,14 +1356,14 @@ bool GodotConcavePolygonShape3D::_cull(int p_idx, _CullParams *p_params) const {
return true;
}
} else {
- if (bvh->left >= 0) {
- if (_cull(bvh->left, p_params)) {
+ if (params_bvh->left >= 0) {
+ if (_cull(params_bvh->left, p_params)) {
return true;
}
}
- if (bvh->right >= 0) {
- if (_cull(bvh->right, p_params)) {
+ if (params_bvh->right >= 0) {
+ if (_cull(params_bvh->right, p_params)) {
return true;
}
}
@@ -1919,14 +1919,14 @@ Vector3 GodotHeightMapShape3D::get_closest_point_to(const Vector3 &p_point) cons
}
void GodotHeightMapShape3D::_get_cell(const Vector3 &p_point, int &r_x, int &r_y, int &r_z) const {
- const AABB &aabb = get_aabb();
+ const AABB &shape_aabb = get_aabb();
- Vector3 pos_local = aabb.position + local_origin;
+ Vector3 pos_local = shape_aabb.position + local_origin;
Vector3 clamped_point(p_point);
- clamped_point.x = CLAMP(p_point.x, pos_local.x, pos_local.x + aabb.size.x);
- clamped_point.y = CLAMP(p_point.y, pos_local.y, pos_local.y + aabb.size.y);
- clamped_point.z = CLAMP(p_point.z, pos_local.z, pos_local.x + aabb.size.z);
+ clamped_point.x = CLAMP(p_point.x, pos_local.x, pos_local.x + shape_aabb.size.x);
+ clamped_point.y = CLAMP(p_point.y, pos_local.y, pos_local.y + shape_aabb.size.y);
+ clamped_point.z = CLAMP(p_point.z, pos_local.z, pos_local.x + shape_aabb.size.z);
r_x = (clamped_point.x < 0.0) ? (clamped_point.x - 0.5) : (clamped_point.x + 0.5);
r_y = (clamped_point.y < 0.0) ? (clamped_point.y - 0.5) : (clamped_point.y + 0.5);
@@ -2070,19 +2070,19 @@ void GodotHeightMapShape3D::_setup(const Vector<real_t> &p_heights, int p_width,
depth = p_depth;
// Initialize aabb.
- AABB aabb;
- aabb.position = Vector3(0.0, p_min_height, 0.0);
- aabb.size = Vector3(p_width - 1, p_max_height - p_min_height, p_depth - 1);
+ AABB aabb_new;
+ aabb_new.position = Vector3(0.0, p_min_height, 0.0);
+ aabb_new.size = Vector3(p_width - 1, p_max_height - p_min_height, p_depth - 1);
// Initialize origin as the aabb center.
- local_origin = aabb.position + 0.5 * aabb.size;
+ local_origin = aabb_new.position + 0.5 * aabb_new.size;
local_origin.y = 0.0;
- aabb.position -= local_origin;
+ aabb_new.position -= local_origin;
_build_accelerator();
- configure(aabb);
+ configure(aabb_new);
}
void GodotHeightMapShape3D::set_data(const Variant &p_data) {
@@ -2093,11 +2093,11 @@ void GodotHeightMapShape3D::set_data(const Variant &p_data) {
ERR_FAIL_COND(!d.has("depth"));
ERR_FAIL_COND(!d.has("heights"));
- int width = d["width"];
- int depth = d["depth"];
+ int width_new = d["width"];
+ int depth_new = d["depth"];
- ERR_FAIL_COND(width <= 0.0);
- ERR_FAIL_COND(depth <= 0.0);
+ ERR_FAIL_COND(width_new <= 0.0);
+ ERR_FAIL_COND(depth_new <= 0.0);
Variant heights_variant = d["heights"];
Vector<real_t> heights_buffer;
@@ -2151,10 +2151,10 @@ void GodotHeightMapShape3D::set_data(const Variant &p_data) {
ERR_FAIL_COND(min_height > max_height);
- ERR_FAIL_COND(heights_buffer.size() != (width * depth));
+ ERR_FAIL_COND(heights_buffer.size() != (width_new * depth_new));
// If specified, min and max height will be used as precomputed values.
- _setup(heights_buffer, width, depth, min_height, max_height);
+ _setup(heights_buffer, width_new, depth_new, min_height, max_height);
}
Variant GodotHeightMapShape3D::get_data() const {
@@ -2162,9 +2162,9 @@ Variant GodotHeightMapShape3D::get_data() const {
d["width"] = width;
d["depth"] = depth;
- const AABB &aabb = get_aabb();
- d["min_height"] = aabb.position.y;
- d["max_height"] = aabb.position.y + aabb.size.y;
+ const AABB &shape_aabb = get_aabb();
+ d["min_height"] = shape_aabb.position.y;
+ d["max_height"] = shape_aabb.position.y + shape_aabb.size.y;
d["heights"] = heights;