more small refactoring: some methods were still upper-case.
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@@ -80,7 +80,7 @@ public:
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enum CollisionFlags
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{
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CF_STATIC_OBJECT= 1,
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CF_KINEMATIC_OJBECT= 2,
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CF_KINEMATIC_OBJECT= 2,
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CF_NO_CONTACT_RESPONSE = 4,
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CF_CUSTOM_MATERIAL_CALLBACK = 8,//this allows per-triangle material (friction/restitution)
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};
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@@ -89,7 +89,7 @@ public:
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inline bool mergesSimulationIslands() const
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{
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///static objects, kinematic and object without contact response don't merge islands
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return ((m_collisionFlags & (CF_STATIC_OBJECT | CF_KINEMATIC_OJBECT | CF_NO_CONTACT_RESPONSE) )==0);
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return ((m_collisionFlags & (CF_STATIC_OBJECT | CF_KINEMATIC_OBJECT | CF_NO_CONTACT_RESPONSE) )==0);
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}
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@@ -99,12 +99,12 @@ public:
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inline bool isKinematicObject() const
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{
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return (m_collisionFlags & CF_KINEMATIC_OJBECT) != 0;
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return (m_collisionFlags & CF_KINEMATIC_OBJECT) != 0;
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}
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inline bool isStaticOrKinematicObject() const
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{
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return (m_collisionFlags & (CF_KINEMATIC_OJBECT | CF_STATIC_OBJECT)) != 0 ;
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return (m_collisionFlags & (CF_KINEMATIC_OBJECT | CF_STATIC_OBJECT)) != 0 ;
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}
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inline bool hasContactResponse() const {
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@@ -133,9 +133,9 @@ public:
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int GetActivationState() const { return m_activationState1;}
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int getActivationState() const { return m_activationState1;}
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void SetActivationState(int newState);
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void setActivationState(int newState);
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void setDeactivationTime(float time)
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{
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@@ -146,13 +146,13 @@ public:
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return m_deactivationTime;
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}
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void ForceActivationState(int newState);
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void forceActivationState(int newState);
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void activate();
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inline bool IsActive() const
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inline bool isActive() const
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{
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return ((GetActivationState() != ISLAND_SLEEPING) && (GetActivationState() != DISABLE_SIMULATION));
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return ((getActivationState() != ISLAND_SLEEPING) && (getActivationState() != DISABLE_SIMULATION));
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}
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void setRestitution(float rest)
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