Refactoring: another huge number of changes, renamed methods to start with lower-case.
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@@ -92,8 +92,8 @@ void CollisionInterfaceDemo::initPhysics()
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collisionWorld = new btCollisionWorld(dispatcher,broadphase);
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collisionWorld->AddCollisionObject(&objects[0]);
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collisionWorld->AddCollisionObject(&objects[1]);
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collisionWorld->addCollisionObject(&objects[0]);
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collisionWorld->addCollisionObject(&objects[1]);
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}
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@@ -118,30 +118,30 @@ void CollisionInterfaceDemo::displayCallback(void) {
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glDisable(GL_LIGHTING);
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if (collisionWorld)
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collisionWorld->PerformDiscreteCollisionDetection();
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collisionWorld->performDiscreteCollisionDetection();
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int i;
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///one way to draw all the contact points is iterating over contact manifolds / points:
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int numManifolds = collisionWorld->GetDispatcher()->GetNumManifolds();
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int numManifolds = collisionWorld->getDispatcher()->getNumManifolds();
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for (i=0;i<numManifolds;i++)
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{
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btPersistentManifold* contactManifold = collisionWorld->GetDispatcher()->GetManifoldByIndexInternal(i);
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btCollisionObject* obA = static_cast<btCollisionObject*>(contactManifold->GetBody0());
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btCollisionObject* obB = static_cast<btCollisionObject*>(contactManifold->GetBody1());
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contactManifold->RefreshContactPoints(obA->m_worldTransform,obB->m_worldTransform);
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btPersistentManifold* contactManifold = collisionWorld->getDispatcher()->getManifoldByIndexInternal(i);
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btCollisionObject* obA = static_cast<btCollisionObject*>(contactManifold->getBody0());
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btCollisionObject* obB = static_cast<btCollisionObject*>(contactManifold->getBody1());
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contactManifold->refreshContactPoints(obA->m_worldTransform,obB->m_worldTransform);
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int numContacts = contactManifold->GetNumContacts();
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int numContacts = contactManifold->getNumContacts();
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for (int j=0;j<numContacts;j++)
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{
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btManifoldPoint& pt = contactManifold->GetContactPoint(j);
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btManifoldPoint& pt = contactManifold->getContactPoint(j);
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glBegin(GL_LINES);
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glColor3f(1, 0, 1);
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btVector3 ptA = pt.GetPositionWorldOnA();
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btVector3 ptB = pt.GetPositionWorldOnB();
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btVector3 ptA = pt.getPositionWorldOnA();
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btVector3 ptB = pt.getPositionWorldOnB();
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glVertex3d(ptA.x(),ptA.y(),ptA.z());
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glVertex3d(ptB.x(),ptB.y(),ptB.z());
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@@ -149,10 +149,10 @@ void CollisionInterfaceDemo::displayCallback(void) {
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}
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//you can un-comment out this line, and then all points are removed
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//contactManifold->ClearManifold();
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//contactManifold->clearManifold();
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}
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//GL_ShapeDrawer::DrawCoordSystem();
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//GL_ShapeDrawer::drawCoordSystem();
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float m[16];
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@@ -162,7 +162,7 @@ void CollisionInterfaceDemo::displayCallback(void) {
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{
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objects[i].m_worldTransform.getOpenGLMatrix( m );
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GL_ShapeDrawer::DrawOpenGL(m,objects[i].m_collisionShape,btVector3(1,1,1),getDebugMode());
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GL_ShapeDrawer::drawOpenGL(m,objects[i].m_collisionShape,btVector3(1,1,1),getDebugMode());
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}
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