Refactoring: another huge number of changes, renamed methods to start with lower-case.
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@@ -50,7 +50,7 @@ class ParallelIslandDispatcher : public btDispatcher
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public:
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btUnionFind& GetUnionFind() { return m_unionFind;}
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btUnionFind& getUnionFind() { return m_unionFind;}
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struct IslandCallback
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{
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@@ -60,65 +60,65 @@ public:
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};
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int GetNumManifolds() const
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int getNumManifolds() const
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{
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return m_manifoldsPtr.size();
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}
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btPersistentManifold* GetManifoldByIndexInternal(int index)
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btPersistentManifold* getManifoldByIndexInternal(int index)
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{
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return m_manifoldsPtr[index];
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}
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const btPersistentManifold* GetManifoldByIndexInternal(int index) const
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const btPersistentManifold* getManifoldByIndexInternal(int index) const
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{
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return m_manifoldsPtr[index];
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}
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void InitUnionFind(int n)
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void initUnionFind(int n)
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{
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if (m_useIslands)
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m_unionFind.reset(n);
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}
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void FindUnions();
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void findUnions();
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int m_count;
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ParallelIslandDispatcher ();
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virtual ~ParallelIslandDispatcher() {};
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virtual btPersistentManifold* GetNewManifold(void* b0,void* b1);
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virtual btPersistentManifold* getNewManifold(void* b0,void* b1);
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virtual void ReleaseManifold(btPersistentManifold* manifold);
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virtual void releaseManifold(btPersistentManifold* manifold);
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virtual void BuildAndProcessIslands(btCollisionObjectArray& collisionObjects, IslandCallback* callback);
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virtual void buildAndProcessIslands(btCollisionObjectArray& collisionObjects, IslandCallback* callback);
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///allows the user to get contact point callbacks
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virtual btManifoldResult* GetNewManifoldResult(btCollisionObject* obj0,btCollisionObject* obj1,btPersistentManifold* manifold);
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virtual btManifoldResult* getNewManifoldResult(btCollisionObject* obj0,btCollisionObject* obj1,btPersistentManifold* manifold);
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///allows the user to get contact point callbacks
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virtual void ReleaseManifoldResult(btManifoldResult*);
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virtual void releaseManifoldResult(btManifoldResult*);
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virtual void ClearManifold(btPersistentManifold* manifold);
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virtual void clearManifold(btPersistentManifold* manifold);
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btCollisionAlgorithm* FindAlgorithm(btBroadphaseProxy& proxy0,btBroadphaseProxy& proxy1)
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btCollisionAlgorithm* findAlgorithm(btBroadphaseProxy& proxy0,btBroadphaseProxy& proxy1)
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{
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btCollisionAlgorithm* algo = InternalFindAlgorithm(proxy0,proxy1);
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btCollisionAlgorithm* algo = internalFindAlgorithm(proxy0,proxy1);
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return algo;
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}
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btCollisionAlgorithm* InternalFindAlgorithm(btBroadphaseProxy& proxy0,btBroadphaseProxy& proxy1);
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btCollisionAlgorithm* internalFindAlgorithm(btBroadphaseProxy& proxy0,btBroadphaseProxy& proxy1);
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virtual bool NeedsCollision(btBroadphaseProxy& proxy0,btBroadphaseProxy& proxy1);
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virtual bool needsCollision(btBroadphaseProxy& proxy0,btBroadphaseProxy& proxy1);
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virtual bool NeedsResponse(const btCollisionObject& colObj0,const btCollisionObject& colObj1);
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virtual bool needsResponse(const btCollisionObject& colObj0,const btCollisionObject& colObj1);
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virtual int GetUniqueId() { return RIGIDBODY_DISPATCHER;}
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virtual int getUniqueId() { return RIGIDBODY_DISPATCHER;}
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virtual void DispatchAllCollisionPairs(btOverlappingPairCache* pairCache,btDispatcherInfo& dispatchInfo);
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virtual void dispatchAllCollisionPairs(btOverlappingPairCache* pairCache,btDispatcherInfo& dispatchInfo);
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