Merge pull request #45519 from aaronfranke/physics-real_t
Use real_t in physics code
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commit
46de553473
23 changed files with 170 additions and 154 deletions
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@ -59,7 +59,7 @@ class TestPhysics3DMainLoop : public MainLoop {
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RID character;
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float ofs_x, ofs_y;
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real_t ofs_x, ofs_y;
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Point2 joy_direction;
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@ -115,7 +115,7 @@ protected:
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return b;
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}
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void configure_body(RID p_body, float p_mass, float p_friction, float p_bounce) {
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void configure_body(RID p_body, real_t p_mass, real_t p_friction, real_t p_bounce) {
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PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
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ps->body_set_param(p_body, PhysicsServer3D::BODY_PARAM_MASS, p_mass);
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ps->body_set_param(p_body, PhysicsServer3D::BODY_PARAM_FRICTION, p_friction);
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@ -211,8 +211,8 @@ protected:
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vs->instance_set_transform(triins, tritrans);
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}
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void make_grid(int p_width, int p_height, float p_cellsize, float p_cellheight, const Transform &p_xform = Transform()) {
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Vector<Vector<float>> grid;
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void make_grid(int p_width, int p_height, real_t p_cellsize, real_t p_cellheight, const Transform &p_xform = Transform()) {
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Vector<Vector<real_t>> grid;
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grid.resize(p_width);
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@ -253,8 +253,8 @@ public:
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}
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if (mm.is_valid() && mm->get_button_mask() & 1) {
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float y = -mm->get_relative().y / 20.0;
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float x = mm->get_relative().x / 20.0;
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real_t y = -mm->get_relative().y / 20.0;
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real_t x = mm->get_relative().x / 20.0;
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if (mover.is_valid()) {
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PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
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@ -312,7 +312,7 @@ public:
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}
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virtual bool physics_process(float p_time) override {
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if (mover.is_valid()) {
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static float joy_speed = 10;
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static real_t joy_speed = 10;
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PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
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Transform t = ps->body_get_state(mover, PhysicsServer3D::BODY_STATE_TRANSFORM);
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t.origin += Vector3(joy_speed * joy_direction.x * p_time, -joy_speed * joy_direction.y * p_time, 0);
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