Use real_t in physics nodes

This commit is contained in:
Aaron Franke
2021-01-29 18:22:12 -05:00
parent 46de553473
commit 9199a681de
18 changed files with 226 additions and 226 deletions
+36 -36
View File
@@ -147,77 +147,77 @@ void VehicleWheel3D::_update(PhysicsDirectBodyState3D *s) {
}
}
void VehicleWheel3D::set_radius(float p_radius) {
void VehicleWheel3D::set_radius(real_t p_radius) {
m_wheelRadius = p_radius;
update_gizmo();
}
float VehicleWheel3D::get_radius() const {
real_t VehicleWheel3D::get_radius() const {
return m_wheelRadius;
}
void VehicleWheel3D::set_suspension_rest_length(float p_length) {
void VehicleWheel3D::set_suspension_rest_length(real_t p_length) {
m_suspensionRestLength = p_length;
update_gizmo();
}
float VehicleWheel3D::get_suspension_rest_length() const {
real_t VehicleWheel3D::get_suspension_rest_length() const {
return m_suspensionRestLength;
}
void VehicleWheel3D::set_suspension_travel(float p_length) {
void VehicleWheel3D::set_suspension_travel(real_t p_length) {
m_maxSuspensionTravelCm = p_length / 0.01;
}
float VehicleWheel3D::get_suspension_travel() const {
real_t VehicleWheel3D::get_suspension_travel() const {
return m_maxSuspensionTravelCm * 0.01;
}
void VehicleWheel3D::set_suspension_stiffness(float p_value) {
void VehicleWheel3D::set_suspension_stiffness(real_t p_value) {
m_suspensionStiffness = p_value;
}
float VehicleWheel3D::get_suspension_stiffness() const {
real_t VehicleWheel3D::get_suspension_stiffness() const {
return m_suspensionStiffness;
}
void VehicleWheel3D::set_suspension_max_force(float p_value) {
void VehicleWheel3D::set_suspension_max_force(real_t p_value) {
m_maxSuspensionForce = p_value;
}
float VehicleWheel3D::get_suspension_max_force() const {
real_t VehicleWheel3D::get_suspension_max_force() const {
return m_maxSuspensionForce;
}
void VehicleWheel3D::set_damping_compression(float p_value) {
void VehicleWheel3D::set_damping_compression(real_t p_value) {
m_wheelsDampingCompression = p_value;
}
float VehicleWheel3D::get_damping_compression() const {
real_t VehicleWheel3D::get_damping_compression() const {
return m_wheelsDampingCompression;
}
void VehicleWheel3D::set_damping_relaxation(float p_value) {
void VehicleWheel3D::set_damping_relaxation(real_t p_value) {
m_wheelsDampingRelaxation = p_value;
}
float VehicleWheel3D::get_damping_relaxation() const {
real_t VehicleWheel3D::get_damping_relaxation() const {
return m_wheelsDampingRelaxation;
}
void VehicleWheel3D::set_friction_slip(float p_value) {
void VehicleWheel3D::set_friction_slip(real_t p_value) {
m_frictionSlip = p_value;
}
float VehicleWheel3D::get_friction_slip() const {
real_t VehicleWheel3D::get_friction_slip() const {
return m_frictionSlip;
}
void VehicleWheel3D::set_roll_influence(float p_value) {
void VehicleWheel3D::set_roll_influence(real_t p_value) {
m_rollInfluence = p_value;
}
float VehicleWheel3D::get_roll_influence() const {
real_t VehicleWheel3D::get_roll_influence() const {
return m_rollInfluence;
}
@@ -295,27 +295,27 @@ void VehicleWheel3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "damping_relaxation"), "set_damping_relaxation", "get_damping_relaxation");
}
void VehicleWheel3D::set_engine_force(float p_engine_force) {
void VehicleWheel3D::set_engine_force(real_t p_engine_force) {
m_engineForce = p_engine_force;
}
float VehicleWheel3D::get_engine_force() const {
real_t VehicleWheel3D::get_engine_force() const {
return m_engineForce;
}
void VehicleWheel3D::set_brake(float p_brake) {
void VehicleWheel3D::set_brake(real_t p_brake) {
m_brake = p_brake;
}
float VehicleWheel3D::get_brake() const {
real_t VehicleWheel3D::get_brake() const {
return m_brake;
}
void VehicleWheel3D::set_steering(float p_steering) {
void VehicleWheel3D::set_steering(real_t p_steering) {
m_steering = p_steering;
}
float VehicleWheel3D::get_steering() const {
real_t VehicleWheel3D::get_steering() const {
return m_steering;
}
@@ -335,11 +335,11 @@ bool VehicleWheel3D::is_used_as_steering() const {
return steers;
}
float VehicleWheel3D::get_skidinfo() const {
real_t VehicleWheel3D::get_skidinfo() const {
return m_skidInfo;
}
float VehicleWheel3D::get_rpm() const {
real_t VehicleWheel3D::get_rpm() const {
return m_rpm;
}
@@ -564,7 +564,7 @@ void VehicleBody3D::_resolve_single_bilateral(PhysicsDirectBodyState3D *s, const
Vector3 vel = vel1 - vel2;
Basis b2trans;
float b2invmass = 0;
real_t b2invmass = 0;
Vector3 b2lv;
Vector3 b2av;
Vector3 b2invinertia; //todo
@@ -622,8 +622,8 @@ VehicleBody3D::btVehicleWheelContactPoint::btVehicleWheelContactPoint(PhysicsDir
m_frictionPositionWorld(frictionPosWorld),
m_frictionDirectionWorld(frictionDirectionWorld),
m_maxImpulse(maxImpulse) {
float denom0 = 0;
float denom1 = 0;
real_t denom0 = 0;
real_t denom1 = 0;
{
Vector3 r0 = frictionPosWorld - s->get_transform().origin;
@@ -831,7 +831,7 @@ void VehicleBody3D::_direct_state_changed(Object *p_state) {
state = Object::cast_to<PhysicsDirectBodyState3D>(p_state);
float step = state->get_step();
real_t step = state->get_step();
for (int i = 0; i < wheels.size(); i++) {
_update_wheel(i, state);
@@ -891,7 +891,7 @@ void VehicleBody3D::_direct_state_changed(Object *p_state) {
state = nullptr;
}
void VehicleBody3D::set_engine_force(float p_engine_force) {
void VehicleBody3D::set_engine_force(real_t p_engine_force) {
engine_force = p_engine_force;
for (int i = 0; i < wheels.size(); i++) {
VehicleWheel3D &wheelInfo = *wheels[i];
@@ -901,11 +901,11 @@ void VehicleBody3D::set_engine_force(float p_engine_force) {
}
}
float VehicleBody3D::get_engine_force() const {
real_t VehicleBody3D::get_engine_force() const {
return engine_force;
}
void VehicleBody3D::set_brake(float p_brake) {
void VehicleBody3D::set_brake(real_t p_brake) {
brake = p_brake;
for (int i = 0; i < wheels.size(); i++) {
VehicleWheel3D &wheelInfo = *wheels[i];
@@ -913,11 +913,11 @@ void VehicleBody3D::set_brake(float p_brake) {
}
}
float VehicleBody3D::get_brake() const {
real_t VehicleBody3D::get_brake() const {
return brake;
}
void VehicleBody3D::set_steering(float p_steering) {
void VehicleBody3D::set_steering(real_t p_steering) {
m_steeringValue = p_steering;
for (int i = 0; i < wheels.size(); i++) {
VehicleWheel3D &wheelInfo = *wheels[i];
@@ -927,7 +927,7 @@ void VehicleBody3D::set_steering(float p_steering) {
}
}
float VehicleBody3D::get_steering() const {
real_t VehicleBody3D::get_steering() const {
return m_steeringValue;
}