Refactoring: another huge number of changes, renamed methods to start with lower-case.
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@@ -185,12 +185,12 @@ const float TRIANGLE_SIZE=20.f;
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tr.setOrigin(btVector3(0,-20.f,0));
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//create ground object
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LocalCreatePhysicsObject(false,0,tr,groundShape);
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localCreatePhysicsObject(false,0,tr,groundShape);
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btCollisionShape* chassisShape = new btBoxShape(btVector3(1.f,0.5f,2.f));
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tr.setOrigin(btVector3(0,0.f,0));
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m_carChassis = LocalCreatePhysicsObject(true,800,tr,chassisShape);
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m_carChassis = localCreatePhysicsObject(true,800,tr,chassisShape);
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clientResetScene();
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@@ -207,7 +207,7 @@ const float TRIANGLE_SIZE=20.f;
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0,0,0);
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///never deactivate the vehicle
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m_carChassis->GetRigidBody()->SetActivationState(DISABLE_DEACTIVATION);
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m_carChassis->getRigidBody()->SetActivationState(DISABLE_DEACTIVATION);
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gVehicleConstraint = m_physicsEnvironmentPtr->getVehicleConstraint(constraintId);
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@@ -218,25 +218,25 @@ const float TRIANGLE_SIZE=20.f;
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int upIndex = 1;
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int forwardIndex = 2;
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gVehicleConstraint->SetCoordinateSystem(rightIndex,upIndex,forwardIndex);
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gVehicleConstraint->setCoordinateSystem(rightIndex,upIndex,forwardIndex);
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gVehicleConstraint->AddWheel(&wheelMotionState[0],
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gVehicleConstraint->addWheel(&wheelMotionState[0],
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(PHY__Vector3&)connectionPointCS0,
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(PHY__Vector3&)wheelDirectionCS0,(PHY__Vector3&)wheelAxleCS,suspensionRestLength,wheelRadius,isFrontWheel);
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connectionPointCS0 = btVector3(-CUBE_HALF_EXTENTS+(0.3*wheelWidth),0,2*CUBE_HALF_EXTENTS-wheelRadius);
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gVehicleConstraint->AddWheel(&wheelMotionState[1],
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gVehicleConstraint->addWheel(&wheelMotionState[1],
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(PHY__Vector3&)connectionPointCS0,
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(PHY__Vector3&)wheelDirectionCS0,(PHY__Vector3&)wheelAxleCS,suspensionRestLength,wheelRadius,isFrontWheel);
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connectionPointCS0 = btVector3(-CUBE_HALF_EXTENTS+(0.3*wheelWidth),0,-2*CUBE_HALF_EXTENTS+wheelRadius);
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isFrontWheel = false;
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gVehicleConstraint->AddWheel(&wheelMotionState[2],
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gVehicleConstraint->addWheel(&wheelMotionState[2],
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(PHY__Vector3&)connectionPointCS0,
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(PHY__Vector3&)wheelDirectionCS0,(PHY__Vector3&)wheelAxleCS,suspensionRestLength,wheelRadius,isFrontWheel);
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connectionPointCS0 = btVector3(CUBE_HALF_EXTENTS-(0.3*wheelWidth),0,-2*CUBE_HALF_EXTENTS+wheelRadius);
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gVehicleConstraint->AddWheel(&wheelMotionState[3],
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gVehicleConstraint->addWheel(&wheelMotionState[3],
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(PHY__Vector3&)connectionPointCS0,
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(PHY__Vector3&)wheelDirectionCS0,(PHY__Vector3&)wheelAxleCS,suspensionRestLength,wheelRadius,isFrontWheel);
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@@ -276,7 +276,7 @@ void ForkLiftDemo::renderme()
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{
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updateCamera();
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debugDrawer.SetDebugMode(getDebugMode());
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debugDrawer.setDebugMode(getDebugMode());
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float m[16];
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int i;
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@@ -287,7 +287,7 @@ void ForkLiftDemo::renderme()
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{
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//draw wheels (cylinders)
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wheelMotionState[i].m_worldTransform.getOpenGLMatrix(m);
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GL_ShapeDrawer::DrawOpenGL(m,&wheelShape,wheelColor,getDebugMode());
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GL_ShapeDrawer::drawOpenGL(m,&wheelShape,wheelColor,getDebugMode());
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}
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DemoApplication::renderme();
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@@ -301,14 +301,14 @@ void ForkLiftDemo::clientMoveAndDisplay()
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{
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int steerWheelIndex = 2;
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gVehicleConstraint->ApplyEngineForce(gEngineForce,steerWheelIndex);
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gVehicleConstraint->applyEngineForce(gEngineForce,steerWheelIndex);
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steerWheelIndex = 3;
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gVehicleConstraint->ApplyEngineForce(gEngineForce,steerWheelIndex);
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gVehicleConstraint->applyEngineForce(gEngineForce,steerWheelIndex);
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steerWheelIndex = 0;
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gVehicleConstraint->SetSteeringValue(gVehicleSteering,steerWheelIndex);
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gVehicleConstraint->setSteeringValue(gVehicleSteering,steerWheelIndex);
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steerWheelIndex = 1;
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gVehicleConstraint->SetSteeringValue(gVehicleSteering,steerWheelIndex);
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gVehicleConstraint->setSteeringValue(gVehicleSteering,steerWheelIndex);
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}
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@@ -414,7 +414,7 @@ void ForkLiftDemo::updateCamera()
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glLoadIdentity();
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//look at the vehicle
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m_cameraTargetPosition = m_carChassis->GetRigidBody()->m_worldTransform.getOrigin();
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m_cameraTargetPosition = m_carChassis->getRigidBody()->m_worldTransform.getOrigin();
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//interpolate the camera height
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m_cameraPosition[1] = (15.0*m_cameraPosition[1] + m_cameraTargetPosition[1] + m_cameraHeight)/16.0;
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