Refactoring: another huge number of changes, renamed methods to start with lower-case.
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@@ -46,7 +46,7 @@ struct btCcdConstructionInfo
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///CollisionFilterGroups provides some optional usage of basic collision filtering
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///this is done during broadphase, so very early in the pipeline
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///more advanced collision filtering should be done in btCollisionDispatcher::NeedsCollision
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///more advanced collision filtering should be done in btCollisionDispatcher::needsCollision
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enum CollisionFilterGroups
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{
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DefaultFilter = 1,
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@@ -87,7 +87,7 @@ struct btCcdConstructionInfo
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///optional use of collision group/mask:
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///only collision with object goups that match the collision mask.
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///this is very basic early out. advanced collision filtering should be
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///done in the btCollisionDispatcher::NeedsCollision and NeedsResponse
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///done in the btCollisionDispatcher::needsCollision and needsResponse
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///both values default to 1
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short int m_collisionFilterGroup;
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short int m_collisionFilterMask;
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@@ -127,10 +127,10 @@ class CcdPhysicsController : public PHY_IPhysicsController
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virtual ~CcdPhysicsController();
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btRigidBody* GetRigidBody() { return m_body;}
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btRigidBody* getRigidBody() { return m_body;}
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btCollisionShape* GetCollisionShape() {
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return m_body->GetCollisionShape();
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btCollisionShape* getCollisionShape() {
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return m_body->getCollisionShape();
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}
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////////////////////////////////////
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// PHY_IPhysicsController interface
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@@ -198,8 +198,8 @@ class CcdPhysicsController : public PHY_IPhysicsController
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virtual void calcXform() {} ;
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virtual void SetMargin(float margin) {};
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virtual float GetMargin() const {return 0.f;};
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virtual void setMargin(float margin) {};
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virtual float getMargin() const {return 0.f;};
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bool wantsSleeping();
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@@ -208,7 +208,7 @@ class CcdPhysicsController : public PHY_IPhysicsController
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static btTransform GetTransformFromMotionState(PHY_IMotionState* motionState);
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void SetAabb(const btVector3& aabbMin,const btVector3& aabbMax);
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void setAabb(const btVector3& aabbMin,const btVector3& aabbMax);
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class PHY_IMotionState* GetMotionState()
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