Refactoring: another huge number of changes, renamed methods to start with lower-case.
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@@ -44,7 +44,8 @@ subject to the following restrictions:
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* The Dependencies can be seen in this documentation under Directories
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*
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* @subsection step4 Step 4: Integrating in your application, Full Rigid Body Simulation
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* Check out CcdPhysicsDemo how to create a CcdPhysicsEnvironment , btCollisionShape and btRigidBody, Stepping the simulation and synchronizing your derived version of the PHY_IMotionState class.
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* Check out CcdPhysicsDemo how to create a btDynamicsWorld, btRigidBody and btCollisionShape, Stepping the simulation and synchronizing your graphics object transform.
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* PLEASE NOTE THE CcdPhysicsEnvironment and CcdPhysicsController is obsolete and will be removed. It has been replaced by classes derived frmo btDynamicsWorld and btRididBody
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* @subsection step5 Step 5 : Integrate the Collision Detection Library (without Dynamics and other Extras)
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* Bullet Collision Detection can also be used without the Dynamics/Extras.
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* Check out btCollisionWorld and btCollisionObject, and the CollisionInterfaceDemo. Also in Extras/test_BulletOde.cpp there is a sample Collision Detection integration with Open Dynamics Engine, ODE, http://www.ode.org
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@@ -101,18 +102,18 @@ public:
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virtual ~btCollisionWorld();
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btBroadphaseInterface* GetBroadphase()
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btBroadphaseInterface* getBroadphase()
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{
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return m_pairCache;
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}
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btOverlappingPairCache* GetPairCache()
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btOverlappingPairCache* getPairCache()
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{
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return m_pairCache;
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}
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btDispatcher* GetDispatcher()
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btDispatcher* getDispatcher()
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{
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return m_dispatcher1;
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}
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@@ -200,40 +201,40 @@ public:
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int GetNumCollisionObjects() const
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int getNumCollisionObjects() const
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{
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return m_collisionObjects.size();
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}
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/// RayTest performs a raycast on all objects in the btCollisionWorld, and calls the resultCallback
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/// rayTest performs a raycast on all objects in the btCollisionWorld, and calls the resultCallback
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/// This allows for several queries: first hit, all hits, any hit, dependent on the value returned by the callback.
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void RayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback);
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void rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback);
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/// RayTestSingle performs a raycast call and calls the resultCallback. It is used internally by RayTest.
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/// rayTestSingle performs a raycast call and calls the resultCallback. It is used internally by rayTest.
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/// In a future implementation, we consider moving the ray test as a virtual method in btCollisionShape.
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/// This allows more customization.
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void RayTestSingle(const btTransform& rayFromTrans,const btTransform& rayToTrans,
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void rayTestSingle(const btTransform& rayFromTrans,const btTransform& rayToTrans,
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btCollisionObject* collisionObject,
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const btCollisionShape* collisionShape,
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const btTransform& colObjWorldTransform,
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RayResultCallback& resultCallback);
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void AddCollisionObject(btCollisionObject* collisionObject,short int collisionFilterGroup=1,short int collisionFilterMask=1);
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void addCollisionObject(btCollisionObject* collisionObject,short int collisionFilterGroup=1,short int collisionFilterMask=1);
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btCollisionObjectArray& GetCollisionObjectArray()
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btCollisionObjectArray& getCollisionObjectArray()
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{
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return m_collisionObjects;
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}
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const btCollisionObjectArray& GetCollisionObjectArray() const
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const btCollisionObjectArray& getCollisionObjectArray() const
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{
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return m_collisionObjects;
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}
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void RemoveCollisionObject(btCollisionObject* collisionObject);
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void removeCollisionObject(btCollisionObject* collisionObject);
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virtual void PerformDiscreteCollisionDetection();
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virtual void performDiscreteCollisionDetection();
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};
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