diff --git a/Jolt/Physics/Collision/CollisionCollectorImpl.h b/Jolt/Physics/Collision/CollisionCollectorImpl.h index f89fefe45..8077d0be2 100644 --- a/Jolt/Physics/Collision/CollisionCollectorImpl.h +++ b/Jolt/Physics/Collision/CollisionCollectorImpl.h @@ -110,14 +110,14 @@ class ClosestHitPerBodyCollisionCollector : public CollectorType virtual void OnBody(const Body &inBody) override { // Store the early out fraction so we can restore it after we've collected all hits for this body - mPreviousEarlyOutFraction = GetEarlyOutFraction(); + mPreviousEarlyOutFraction = CollectorType::GetEarlyOutFraction(); } // See: CollectorType::AddHit virtual void AddHit(const ResultType &inResult) override { float early_out = inResult.GetEarlyOutFraction(); - if (!mHadHit || early_out < GetEarlyOutFraction()) + if (!mHadHit || early_out < CollectorType::GetEarlyOutFraction()) { // Update early out fraction to avoid spending work on collecting further hits for this body CollectorType::UpdateEarlyOutFraction(early_out); @@ -144,7 +144,7 @@ class ClosestHitPerBodyCollisionCollector : public CollectorType // Reset the early out fraction to the configured value so that we will continue // to collect hits at any distance for other bodies JPH_ASSERT(mPreviousEarlyOutFraction != -FLT_MAX); // Check that we got a call to OnBody - ResetEarlyOutFraction(mPreviousEarlyOutFraction); + CollectorType::ResetEarlyOutFraction(mPreviousEarlyOutFraction); mHadHit = false; }