Refactoring: another huge number of changes, renamed methods to start with lower-case.

This commit is contained in:
ejcoumans
2006-09-28 01:11:16 +00:00
parent d0f09040e9
commit 2b1657b1dd
185 changed files with 2103 additions and 2095 deletions

View File

@@ -397,8 +397,8 @@ void DemoApplication::shootBox(const btVector3& destination)
startTransform.setOrigin(camPos);
btCollisionShape* boxShape = new btBoxShape(btVector3(1.f,1.f,1.f));
btRigidBody* body = this->LocalCreateRigidBody(isDynamic, mass, startTransform,boxShape);
m_dynamicsWorld->AddCollisionObject(body);
btRigidBody* body = this->localCreateRigidBody(isDynamic, mass, startTransform,boxShape);
m_dynamicsWorld->addCollisionObject(body);
btVector3 linVel(destination[0]-camPos[0],destination[1]-camPos[1],destination[2]-camPos[2]);
linVel.normalize();
@@ -420,7 +420,7 @@ void DemoApplication::shootBox(const btVector3& destination)
startTransform.setOrigin(camPos);
btCollisionShape* boxShape = new btBoxShape(btVector3(1.f,1.f,1.f));
CcdPhysicsController* newBox = LocalCreatePhysicsObject(isDynamic, mass, startTransform,boxShape);
CcdPhysicsController* newBox = localCreatePhysicsObject(isDynamic, mass, startTransform,boxShape);
btVector3 linVel(destination[0]-camPos[0],destination[1]-camPos[1],destination[2]-camPos[2]);
linVel.normalize();
@@ -440,7 +440,7 @@ float gOldPickingDist = 0.f;
btRigidBody* pickedBody = 0;//for deactivation state
btVector3 DemoApplication::GetRayTo(int x,int y)
btVector3 DemoApplication::getRayTo(int x,int y)
{
float top = 1.f;
@@ -482,7 +482,7 @@ void DemoApplication::mouseFunc(int button, int state, int x, int y)
//printf("button %i, state %i, x=%i,y=%i\n",button,state,x,y);
//button 0, state 0 means left mouse down
btVector3 rayTo = GetRayTo(x,y);
btVector3 rayTo = getRayTo(x,y);
switch (button)
{
@@ -508,7 +508,7 @@ void DemoApplication::mouseFunc(int button, int state, int x, int y)
float normal[3];
btCollisionWorld::ClosestRayResultCallback rayCallback(m_cameraPosition,rayTo);
m_dynamicsWorld->RayTest(m_cameraPosition,rayTo,rayCallback);
m_dynamicsWorld->rayTest(m_cameraPosition,rayTo,rayCallback);
if (rayCallback.HasHit())
{
@@ -539,7 +539,7 @@ void DemoApplication::mouseFunc(int button, int state, int x, int y)
if (hitObj)
{
CcdPhysicsController* physCtrl = static_cast<CcdPhysicsController*>(hitObj);
btRigidBody* body = physCtrl->GetRigidBody();
btRigidBody* body = physCtrl->getRigidBody();
if (body)
{
body->SetActivationState(ACTIVE_TAG);
@@ -576,7 +576,7 @@ void DemoApplication::mouseFunc(int button, int state, int x, int y)
float hit[3];
float normal[3];
btCollisionWorld::ClosestRayResultCallback rayCallback(m_cameraPosition,rayTo);
m_dynamicsWorld->RayTest(m_cameraPosition,rayTo,rayCallback);
m_dynamicsWorld->rayTest(m_cameraPosition,rayTo,rayCallback);
if (rayCallback.HasHit())
{
@@ -621,7 +621,7 @@ void DemoApplication::mouseFunc(int button, int state, int x, int y)
{
CcdPhysicsController* physCtrl = static_cast<CcdPhysicsController*>(hitObj);
btRigidBody* body = physCtrl->GetRigidBody();
btRigidBody* body = physCtrl->getRigidBody();
if (body && !body->IsStatic())
{
@@ -704,14 +704,14 @@ void DemoApplication::mouseMotionFunc(int x,int y)
{
//keep it at the same picking distance
btVector3 newRayTo = GetRayTo(x,y);
btVector3 newRayTo = getRayTo(x,y);
btVector3 eyePos(m_cameraPosition[0],m_cameraPosition[1],m_cameraPosition[2]);
btVector3 dir = newRayTo-eyePos;
dir.normalize();
dir *= gOldPickingDist;
btVector3 newPos = eyePos + dir;
p2p->SetPivotB(newPos);
p2p->setPivotB(newPos);
}
}
@@ -726,14 +726,14 @@ void DemoApplication::mouseMotionFunc(int x,int y)
{
//keep it at the same picking distance
btVector3 newRayTo = GetRayTo(x,y);
btVector3 newRayTo = getRayTo(x,y);
btVector3 eyePos(m_cameraPosition[0],m_cameraPosition[1],m_cameraPosition[2]);
btVector3 dir = newRayTo-eyePos;
dir.normalize();
dir *= gOldPickingDist;
btVector3 newPos = eyePos + dir;
p2p->SetPivotB(newPos);
p2p->setPivotB(newPos);
}
}
@@ -741,11 +741,11 @@ void DemoApplication::mouseMotionFunc(int x,int y)
btRigidBody* DemoApplication::LocalCreateRigidBody(bool isDynamic, float mass, const btTransform& startTransform,btCollisionShape* shape)
btRigidBody* DemoApplication::localCreateRigidBody(bool isDynamic, float mass, const btTransform& startTransform,btCollisionShape* shape)
{
btVector3 localInertia(0,0,0);
if (isDynamic)
shape->CalculateLocalInertia(mass,localInertia);
shape->calculateLocalInertia(mass,localInertia);
btMassProps massProps(0.f,localInertia);
@@ -765,7 +765,7 @@ btRigidBody* DemoApplication::LocalCreateRigidBody(bool isDynamic, float mass, c
///Very basic import
CcdPhysicsController* DemoApplication::LocalCreatePhysicsObject(bool isDynamic, float mass, const btTransform& startTransform,btCollisionShape* shape)
CcdPhysicsController* DemoApplication::localCreatePhysicsObject(bool isDynamic, float mass, const btTransform& startTransform,btCollisionShape* shape)
{
startTransforms[numObjects] = startTransform;
@@ -779,7 +779,7 @@ CcdPhysicsController* DemoApplication::LocalCreatePhysicsObject(bool isDynamic,
int i = numObjects;
{
gShapePtr[i] = shape;
gShapePtr[i]->SetMargin(0.05f);
gShapePtr[i]->setMargin(0.05f);
btQuaternion orn = startTransform.getRotation();
@@ -806,7 +806,7 @@ CcdPhysicsController* DemoApplication::LocalCreatePhysicsObject(bool isDynamic,
if (isDynamic)
{
gShapePtr[i]->CalculateLocalInertia(ccdObjectCi.m_mass,localInertia);
gShapePtr[i]->calculateLocalInertia(ccdObjectCi.m_mass,localInertia);
}
ccdObjectCi.m_localInertiaTensor = localInertia;
@@ -816,10 +816,10 @@ CcdPhysicsController* DemoApplication::LocalCreatePhysicsObject(bool isDynamic,
physObjects[i]= new CcdPhysicsController( ccdObjectCi);
// Only do CCD if motion in one timestep (1.f/60.f) exceeds CUBE_HALF_EXTENTS
physObjects[i]->GetRigidBody()->m_ccdSquareMotionTreshold = 0.f;
physObjects[i]->getRigidBody()->m_ccdSquareMotionTreshold = 0.f;
//Experimental: better estimation of CCD Time of Impact:
//physObjects[i]->GetRigidBody()->m_ccdSweptShereRadius = 0.5*CUBE_HALF_EXTENTS;
//physObjects[i]->getRigidBody()->m_ccdSweptShereRadius = 0.5*CUBE_HALF_EXTENTS;
m_physicsEnvironmentPtr->addCcdPhysicsController( physObjects[i]);
@@ -837,11 +837,11 @@ void DemoApplication::renderme()
if (m_dynamicsWorld)
{
int numObjects = m_dynamicsWorld->GetNumCollisionObjects();
int numObjects = m_dynamicsWorld->getNumCollisionObjects();
btVector3 wireColor(1,0,0);
for (int i=0;i<numObjects;i++)
{
btCollisionObject* colObj = m_dynamicsWorld->GetCollisionObjectArray()[i];
btCollisionObject* colObj = m_dynamicsWorld->getCollisionObjectArray()[i];
colObj->m_worldTransform.getOpenGLMatrix(m);
btVector3 wireColor(1.f,1.0f,0.5f); //wants deactivation
@@ -871,7 +871,7 @@ void DemoApplication::renderme()
}
}
GL_ShapeDrawer::DrawOpenGL(m,colObj->m_collisionShape,wireColor,getDebugMode());
GL_ShapeDrawer::drawOpenGL(m,colObj->m_collisionShape,wireColor,getDebugMode());
}
}
@@ -909,7 +909,7 @@ void DemoApplication::renderme()
{
CcdPhysicsController* ctrl = m_physicsEnvironmentPtr->GetPhysicsController(i);
btRigidBody* body = ctrl->GetRigidBody();
btRigidBody* body = ctrl->getRigidBody();
body->m_worldTransform.getOpenGLMatrix( m );
@@ -919,7 +919,7 @@ void DemoApplication::renderme()
wireColor = btVector3(0.f,0.0f,1.f);
}
///color differently for active, sleeping, wantsdeactivation states
if (ctrl->GetRigidBody()->GetActivationState() == 1) //active
if (ctrl->getRigidBody()->GetActivationState() == 1) //active
{
if (i & 1)
{
@@ -929,7 +929,7 @@ void DemoApplication::renderme()
wireColor += btVector3 (.5f,0.f,0.f);
}
}
if (ctrl->GetRigidBody()->GetActivationState() == 2) //ISLAND_SLEEPING
if (ctrl->getRigidBody()->GetActivationState() == 2) //ISLAND_SLEEPING
{
if (i & 1)
{
@@ -941,8 +941,8 @@ void DemoApplication::renderme()
}
char extraDebug[125];
sprintf(extraDebug,"Island:%i, Body:%i",ctrl->GetRigidBody()->m_islandTag1,ctrl->GetRigidBody()->m_debugBodyId);
ctrl->GetRigidBody()->GetCollisionShape()->SetExtraDebugInfo(extraDebug);
sprintf(extraDebug,"Island:%i, Body:%i",ctrl->getRigidBody()->m_islandTag1,ctrl->getRigidBody()->m_debugBodyId);
ctrl->getRigidBody()->getCollisionShape()->setExtraDebugInfo(extraDebug);
float vec[16];
btTransform ident;
@@ -950,7 +950,7 @@ void DemoApplication::renderme()
ident.getOpenGLMatrix(vec);
GL_ShapeDrawer::DrawOpenGL(m,ctrl->GetRigidBody()->GetCollisionShape(),wireColor,getDebugMode());
GL_ShapeDrawer::drawOpenGL(m,ctrl->getRigidBody()->getCollisionShape(),wireColor,getDebugMode());