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-rw-r--r--servers/physics_3d/godot_body_direct_state_3d.cpp4
-rw-r--r--servers/physics_3d/godot_collision_solver_3d_sat.cpp2
-rw-r--r--servers/physics_3d/godot_physics_server_3d.cpp4
3 files changed, 5 insertions, 5 deletions
diff --git a/servers/physics_3d/godot_body_direct_state_3d.cpp b/servers/physics_3d/godot_body_direct_state_3d.cpp
index a8c6086e1c..25088d33f3 100644
--- a/servers/physics_3d/godot_body_direct_state_3d.cpp
+++ b/servers/physics_3d/godot_body_direct_state_3d.cpp
@@ -145,7 +145,7 @@ void GodotPhysicsDirectBodyState3D::add_constant_torque(const Vector3 &p_torque)
}
void GodotPhysicsDirectBodyState3D::set_constant_force(const Vector3 &p_force) {
- if (!p_force.is_equal_approx(Vector3())) {
+ if (!p_force.is_zero_approx()) {
body->wakeup();
}
body->set_constant_force(p_force);
@@ -156,7 +156,7 @@ Vector3 GodotPhysicsDirectBodyState3D::get_constant_force() const {
}
void GodotPhysicsDirectBodyState3D::set_constant_torque(const Vector3 &p_torque) {
- if (!p_torque.is_equal_approx(Vector3())) {
+ if (!p_torque.is_zero_approx()) {
body->wakeup();
}
body->set_constant_torque(p_torque);
diff --git a/servers/physics_3d/godot_collision_solver_3d_sat.cpp b/servers/physics_3d/godot_collision_solver_3d_sat.cpp
index 20e9300778..56e644b57b 100644
--- a/servers/physics_3d/godot_collision_solver_3d_sat.cpp
+++ b/servers/physics_3d/godot_collision_solver_3d_sat.cpp
@@ -629,7 +629,7 @@ public:
_FORCE_INLINE_ bool test_axis(const Vector3 &p_axis) {
Vector3 axis = p_axis;
- if (axis.is_equal_approx(Vector3())) {
+ if (axis.is_zero_approx()) {
// strange case, try an upwards separator
axis = Vector3(0.0, 1.0, 0.0);
}
diff --git a/servers/physics_3d/godot_physics_server_3d.cpp b/servers/physics_3d/godot_physics_server_3d.cpp
index 9c1535f561..b028c00a31 100644
--- a/servers/physics_3d/godot_physics_server_3d.cpp
+++ b/servers/physics_3d/godot_physics_server_3d.cpp
@@ -760,7 +760,7 @@ void GodotPhysicsServer3D::body_set_constant_force(RID p_body, const Vector3 &p_
ERR_FAIL_COND(!body);
body->set_constant_force(p_force);
- if (!p_force.is_equal_approx(Vector3())) {
+ if (!p_force.is_zero_approx()) {
body->wakeup();
}
}
@@ -776,7 +776,7 @@ void GodotPhysicsServer3D::body_set_constant_torque(RID p_body, const Vector3 &p
ERR_FAIL_COND(!body);
body->set_constant_torque(p_torque);
- if (!p_torque.is_equal_approx(Vector3())) {
+ if (!p_torque.is_zero_approx()) {
body->wakeup();
}
}