more small refactoring: some methods were still upper-case.
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@@ -114,7 +114,7 @@ void btSimpleDynamicsWorld::updateAabbs()
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body)
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{
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if (body->IsActive() && (!body->isStaticObject()))
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if (body->isActive() && (!body->isStaticObject()))
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{
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btPoint3 minAabb,maxAabb;
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colObj->getCollisionShape()->getAabb(colObj->getWorldTransform(), minAabb,maxAabb);
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@@ -134,7 +134,7 @@ void btSimpleDynamicsWorld::integrateTransforms(float timeStep)
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body)
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{
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if (body->IsActive() && (!body->isStaticObject()))
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if (body->isActive() && (!body->isStaticObject()))
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{
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body->predictIntegratedTransform(timeStep, predictedTrans);
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body->proceedToTransform( predictedTrans);
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@@ -155,7 +155,7 @@ void btSimpleDynamicsWorld::predictUnconstraintMotion(float timeStep)
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{
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if (!body->isStaticObject())
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{
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if (body->IsActive())
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if (body->isActive())
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{
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body->applyForces( timeStep);
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body->integrateVelocities( timeStep);
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@@ -176,7 +176,7 @@ void btSimpleDynamicsWorld::synchronizeMotionStates()
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btRigidBody* body = btRigidBody::upcast(colObj);
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if (body && body->getMotionState())
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{
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if (body->GetActivationState() != ISLAND_SLEEPING)
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if (body->getActivationState() != ISLAND_SLEEPING)
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{
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body->getMotionState()->setWorldTransform(body->getWorldTransform());
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}
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