Refactoring: another huge number of changes, renamed methods to start with lower-case.
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@@ -131,7 +131,7 @@ bool CcdPhysicsController::SynchronizeMotionStates(float time)
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float scale[3];
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m_MotionState->getWorldScaling(scale[0],scale[1],scale[2]);
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btVector3 scaling(scale[0],scale[1],scale[2]);
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GetCollisionShape()->setLocalScaling(scaling);
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getCollisionShape()->setLocalScaling(scaling);
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} else
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{
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btVector3 worldPos;
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@@ -150,7 +150,7 @@ bool CcdPhysicsController::SynchronizeMotionStates(float time)
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float scale[3];
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m_MotionState->getWorldScaling(scale[0],scale[1],scale[2]);
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btVector3 scaling(scale[0],scale[1],scale[2]);
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GetCollisionShape()->setLocalScaling(scaling);
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getCollisionShape()->setLocalScaling(scaling);
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}
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return true;
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@@ -312,10 +312,10 @@ void CcdPhysicsController::setScaling(float scaleX,float scaleY,float scaleZ)
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{
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m_cci.m_scaling = btVector3(scaleX,scaleY,scaleZ);
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if (m_body && m_body->GetCollisionShape())
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if (m_body && m_body->getCollisionShape())
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{
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m_body->GetCollisionShape()->setLocalScaling(m_cci.m_scaling);
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m_body->GetCollisionShape()->CalculateLocalInertia(m_cci.m_mass, m_cci.m_localInertiaTensor);
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m_body->getCollisionShape()->setLocalScaling(m_cci.m_scaling);
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m_body->getCollisionShape()->calculateLocalInertia(m_cci.m_mass, m_cci.m_localInertiaTensor);
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m_body->setMassProps(m_cci.m_mass, m_cci.m_localInertiaTensor * m_cci.m_inertiaFactor);
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}
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}
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@@ -499,7 +499,7 @@ PHY_IPhysicsController* CcdPhysicsController::GetReplica()
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btCcdConstructionInfo cinfo = m_cci;
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if (cinfo.m_collisionShape)
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{
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switch (cinfo.m_collisionShape->GetShapeType())
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switch (cinfo.m_collisionShape->getShapeType())
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{
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case SPHERE_SHAPE_PROXYTYPE:
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{
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