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-rw-r--r--src/vehicles/Floater.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/vehicles/Floater.cpp b/src/vehicles/Floater.cpp
index cabe00c3..6b8bf755 100644
--- a/src/vehicles/Floater.cpp
+++ b/src/vehicles/Floater.cpp
@@ -22,7 +22,7 @@ static float fBoatVolumeDistribution[9] = {
};
bool
-cBuoyancy::ProcessBuoyancy(CPhysical *phys, float buoyancy, CVector *impulse, CVector *point)
+cBuoyancy::ProcessBuoyancy(CPhysical *phys, float buoyancy, CVector *point, CVector *impulse)
{
m_numSteps = 2.0f;
@@ -32,7 +32,7 @@ cBuoyancy::ProcessBuoyancy(CPhysical *phys, float buoyancy, CVector *impulse, CV
PreCalcSetup(phys, buoyancy);
SimpleCalcBuoyancy();
- float f = CalcBuoyancyForce(phys, impulse, point);
+ float f = CalcBuoyancyForce(phys, point, impulse);
if(m_isBoat)
return true;
return f != 0.0f;
@@ -82,7 +82,7 @@ cBuoyancy::PreCalcSetup(CPhysical *phys, float buoyancy)
m_haveVolume = false;
m_numPartialVolumes = 1.0f;
m_volumeUnderWater = 0.0f;
- m_impulse = CVector(0.0f, 0.0f, 0.0f);
+ m_impulsePoint = CVector(0.0f, 0.0f, 0.0f);
m_position = phys->GetPosition();
m_positionZ = CVector(0.0f, 0.0f, m_position.z);
m_buoyancy = buoyancy;
@@ -148,7 +148,7 @@ cBuoyancy::SimpleSumBuoyancyData(CVector &waterLevel, tWaterLevel waterPosition)
fFraction = 1.0f/m_numPartialVolumes;
fRemainingSlice = 1.0f - fFraction;
- m_impulse = m_impulse*fRemainingSlice + AverageOfWaterLevel*fThisVolume*fFraction;
+ m_impulsePoint = m_impulsePoint*fRemainingSlice + AverageOfWaterLevel*fThisVolume*fFraction;
m_numPartialVolumes += 1.0f;
m_haveVolume = true;
return fThisVolume;
@@ -175,13 +175,13 @@ cBuoyancy::FindWaterLevel(const CVector &zpos, CVector *waterLevel, tWaterLevel
}
bool
-cBuoyancy::CalcBuoyancyForce(CPhysical *phys, CVector *impulse, CVector *point)
+cBuoyancy::CalcBuoyancyForce(CPhysical *phys, CVector *point, CVector *impulse)
{
if(!m_haveVolume)
return false;
- *impulse = Multiply3x3(m_matrix, m_impulse);
- *point = CVector(0.0f, 0.0f, m_volumeUnderWater*m_buoyancy*CTimer::GetTimeStep());
+ *point = Multiply3x3(m_matrix, m_impulsePoint);
+ *impulse = CVector(0.0f, 0.0f, m_volumeUnderWater*m_buoyancy*CTimer::GetTimeStep());
return true;
}