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| author | Aaron Franke <arnfranke@yahoo.com> | 2020-10-17 01:08:21 -0400 |
|---|---|---|
| committer | Aaron Franke <arnfranke@yahoo.com> | 2021-06-03 07:30:01 -0400 |
| commit | de3f6699a5192153e9882a62b58b9ca6cd82ee2d (patch) | |
| tree | 7cee99845cc6bf2db8a48f7776efb046c7990a67 /scene/3d/physics_body_3d.cpp | |
| parent | b80494e6331bdfbfd3c754aa225fa2a5105fb917 (diff) | |
| download | redot-engine-de3f6699a5192153e9882a62b58b9ca6cd82ee2d.tar.gz | |
Rename Transform to Transform3D in core
Diffstat (limited to 'scene/3d/physics_body_3d.cpp')
| -rw-r--r-- | scene/3d/physics_body_3d.cpp | 34 |
1 files changed, 17 insertions, 17 deletions
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp index e895d18604..1db1602c20 100644 --- a/scene/3d/physics_body_3d.cpp +++ b/scene/3d/physics_body_3d.cpp @@ -654,7 +654,7 @@ Array RigidBody3D::get_colliding_bodies() const { } TypedArray<String> RigidBody3D::get_configuration_warnings() const { - Transform t = get_transform(); + Transform3D t = get_transform(); TypedArray<String> warnings = Node::get_configuration_warnings(); @@ -812,7 +812,7 @@ Vector3 KinematicBody3D::get_angular_velocity() const { } bool KinematicBody3D::move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, Collision &r_collision, bool p_exclude_raycast_shapes, bool p_test_only) { - Transform gt = get_global_transform(); + Transform3D gt = get_global_transform(); PhysicsServer3D::MotionResult result; bool colliding = PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, &result, p_exclude_raycast_shapes); @@ -906,7 +906,7 @@ Vector3 KinematicBody3D::move_and_slide(const Vector3 &p_linear_velocity, const if (p_stop_on_slope) { if ((body_velocity_normal + up_direction).length() < 0.01 && collision.travel.length() < 1) { - Transform gt = get_global_transform(); + Transform3D gt = get_global_transform(); gt.origin -= collision.travel.slide(up_direction); set_global_transform(gt); return Vector3(); @@ -950,7 +950,7 @@ Vector3 KinematicBody3D::move_and_slide_with_snap(const Vector3 &p_linear_veloci } Collision col; - Transform gt = get_global_transform(); + Transform3D gt = get_global_transform(); if (move_and_collide(p_snap, p_infinite_inertia, col, false, true)) { bool apply = true; @@ -998,7 +998,7 @@ Vector3 KinematicBody3D::get_floor_velocity() const { return floor_velocity; } -bool KinematicBody3D::test_move(const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia) { +bool KinematicBody3D::test_move(const Transform3D &p_from, const Vector3 &p_motion, bool p_infinite_inertia) { ERR_FAIL_COND_V(!is_inside_tree(), false); return PhysicsServer3D::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_infinite_inertia); @@ -1007,7 +1007,7 @@ bool KinematicBody3D::test_move(const Transform &p_from, const Vector3 &p_motion bool KinematicBody3D::separate_raycast_shapes(bool p_infinite_inertia, Collision &r_collision) { PhysicsServer3D::SeparationResult sep_res[8]; //max 8 rays - Transform gt = get_global_transform(); + Transform3D gt = get_global_transform(); Vector3 recover; int hits = PhysicsServer3D::get_singleton()->body_test_ray_separation(get_rid(), gt, p_infinite_inertia, recover, sep_res, 8, margin); @@ -1989,7 +1989,7 @@ void PhysicalBone3D::_direct_state_changed(Object *p_state) { state = (PhysicsDirectBodyState3D *)p_state; //trust it #endif - Transform global_transform(state->get_transform()); + Transform3D global_transform(state->get_transform()); set_ignore_transform_notification(true); set_global_transform(global_transform); @@ -2124,8 +2124,8 @@ void PhysicalBone3D::_reload_joint() { return; } - Transform joint_transf = get_global_transform() * joint_offset; - Transform local_a = body_a->get_global_transform().affine_inverse() * joint_transf; + Transform3D joint_transf = get_global_transform() * joint_offset; + Transform3D local_a = body_a->get_global_transform().affine_inverse() * joint_transf; local_a.orthonormalize(); switch (get_joint_type()) { @@ -2218,11 +2218,11 @@ void PhysicalBone3D::_set_gizmo_move_joint(bool p_move_joint) { } #ifdef TOOLS_ENABLED -Transform PhysicalBone3D::get_global_gizmo_transform() const { +Transform3D PhysicalBone3D::get_global_gizmo_transform() const { return gizmo_move_joint ? get_global_transform() * joint_offset : get_global_transform(); } -Transform PhysicalBone3D::get_local_gizmo_transform() const { +Transform3D PhysicalBone3D::get_local_gizmo_transform() const { return gizmo_move_joint ? get_transform() * joint_offset : get_transform(); } #endif @@ -2278,13 +2278,13 @@ PhysicalBone3D::JointType PhysicalBone3D::get_joint_type() const { return joint_data ? joint_data->get_joint_type() : JOINT_TYPE_NONE; } -void PhysicalBone3D::set_joint_offset(const Transform &p_offset) { +void PhysicalBone3D::set_joint_offset(const Transform3D &p_offset) { joint_offset = p_offset; _update_joint_offset(); } -const Transform &PhysicalBone3D::get_joint_offset() const { +const Transform3D &PhysicalBone3D::get_joint_offset() const { return joint_offset; } @@ -2306,11 +2306,11 @@ Vector3 PhysicalBone3D::get_joint_rotation_degrees() const { return get_joint_rotation() * (180.0 / Math_PI); } -const Transform &PhysicalBone3D::get_body_offset() const { +const Transform3D &PhysicalBone3D::get_body_offset() const { return body_offset; } -void PhysicalBone3D::set_body_offset(const Transform &p_offset) { +void PhysicalBone3D::set_body_offset(const Transform3D &p_offset) { body_offset = p_offset; body_offset_inverse = body_offset.affine_inverse(); @@ -2463,7 +2463,7 @@ void PhysicalBone3D::update_bone_id() { void PhysicalBone3D::update_offset() { #ifdef TOOLS_ENABLED if (parent_skeleton) { - Transform bone_transform(parent_skeleton->get_global_transform()); + Transform3D bone_transform(parent_skeleton->get_global_transform()); if (-1 != bone_id) { bone_transform *= parent_skeleton->get_bone_global_pose(bone_id); } @@ -2506,7 +2506,7 @@ void PhysicalBone3D::_stop_physics_simulation() { } if (_internal_simulate_physics) { PhysicsServer3D::get_singleton()->body_set_force_integration_callback(get_rid(), Callable()); - parent_skeleton->set_bone_global_pose_override(bone_id, Transform(), 0.0, false); + parent_skeleton->set_bone_global_pose_override(bone_id, Transform3D(), 0.0, false); set_as_top_level(false); _internal_simulate_physics = false; } |
