Refactoring: another huge number of changes, renamed methods to start with lower-case.
This commit is contained in:
@@ -91,12 +91,12 @@ m_ownManifold (false),
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m_manifoldPtr(mf),
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m_lowLevelOfDetail(false)
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{
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CheckPenetrationDepthSolver();
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checkPenetrationDepthSolver();
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{
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if (!m_manifoldPtr && m_dispatcher->NeedsCollision(m_box0,m_box1))
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if (!m_manifoldPtr && m_dispatcher->needsCollision(m_box0,m_box1))
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{
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m_manifoldPtr = m_dispatcher->GetNewManifold(proxy0->m_clientObject,proxy1->m_clientObject);
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m_manifoldPtr = m_dispatcher->getNewManifold(proxy0->m_clientObject,proxy1->m_clientObject);
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m_ownManifold = true;
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}
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}
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@@ -110,11 +110,11 @@ btConvexConvexAlgorithm::~btConvexConvexAlgorithm()
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if (m_ownManifold)
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{
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if (m_manifoldPtr)
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m_dispatcher->ReleaseManifold(m_manifoldPtr);
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m_dispatcher->releaseManifold(m_manifoldPtr);
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}
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}
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void btConvexConvexAlgorithm ::SetLowLevelOfDetail(bool useLowLevel)
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void btConvexConvexAlgorithm ::setLowLevelOfDetail(bool useLowLevel)
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{
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m_lowLevelOfDetail = useLowLevel;
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}
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@@ -133,11 +133,11 @@ public:
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}
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virtual void AddContactPoint(const btVector3& normalOnBInWorld,const btVector3& pointInWorld,float depth)
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virtual void addContactPoint(const btVector3& normalOnBInWorld,const btVector3& pointInWorld,float depth)
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{
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btVector3 flippedNormal = -normalOnBInWorld;
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m_org->AddContactPoint(flippedNormal,pointInWorld,depth);
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m_org->addContactPoint(flippedNormal,pointInWorld,depth);
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}
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};
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@@ -150,7 +150,7 @@ static btMinkowskiPenetrationDepthSolver gPenetrationDepthSolver;
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Solid3EpaPenetrationDepth gSolidEpaPenetrationSolver;
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#endif //USE_EPA
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void btConvexConvexAlgorithm::CheckPenetrationDepthSolver()
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void btConvexConvexAlgorithm::checkPenetrationDepthSolver()
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{
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if (m_useEpa != gUseEpa)
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{
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@@ -158,12 +158,12 @@ void btConvexConvexAlgorithm::CheckPenetrationDepthSolver()
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if (m_useEpa)
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{
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// m_gjkPairDetector.SetPenetrationDepthSolver(&gEpaPenetrationDepthSolver);
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// m_gjkPairDetector.setPenetrationDepthSolver(&gEpaPenetrationDepthSolver);
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} else
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{
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m_gjkPairDetector.SetPenetrationDepthSolver(&gPenetrationDepthSolver);
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m_gjkPairDetector.setPenetrationDepthSolver(&gPenetrationDepthSolver);
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}
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}
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@@ -219,7 +219,7 @@ public:
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//normalOnBInWorld.normalize();
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btVector3 pointInWorld(positionsWorld[i].GetX(),positionsWorld[i].GetY(),positionsWorld[i].GetZ());
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float depth = -depths[i];
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m_manifoldResult.AddContactPoint(normalOnBInWorld,pointInWorld,depth);
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m_manifoldResult.addContactPoint(normalOnBInWorld,pointInWorld,depth);
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}
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return 0;
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@@ -237,17 +237,17 @@ public:
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//
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// Convex-Convex collision algorithm
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//
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void btConvexConvexAlgorithm ::ProcessCollision (btBroadphaseProxy* ,btBroadphaseProxy* ,const btDispatcherInfo& dispatchInfo)
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void btConvexConvexAlgorithm ::processCollision (btBroadphaseProxy* ,btBroadphaseProxy* ,const btDispatcherInfo& dispatchInfo)
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{
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if (!m_manifoldPtr)
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return;
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CheckPenetrationDepthSolver();
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checkPenetrationDepthSolver();
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// printf("btConvexConvexAlgorithm::ProcessCollision\n");
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// printf("btConvexConvexAlgorithm::processCollision\n");
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bool needsCollision = m_dispatcher->NeedsCollision(m_box0,m_box1);
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bool needsCollision = m_dispatcher->needsCollision(m_box0,m_box1);
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if (!needsCollision)
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return;
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@@ -259,8 +259,8 @@ void btConvexConvexAlgorithm ::ProcessCollision (btBroadphaseProxy* ,btBroadphas
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if (dispatchInfo.m_enableSatConvex)
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{
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if ((col0->m_collisionShape->IsPolyhedral()) &&
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(col1->m_collisionShape->IsPolyhedral()))
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if ((col0->m_collisionShape->isPolyhedral()) &&
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(col1->m_collisionShape->isPolyhedral()))
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{
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@@ -283,8 +283,8 @@ void btConvexConvexAlgorithm ::ProcessCollision (btBroadphaseProxy* ,btBroadphas
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Transform trB = GetTransformFrombtTransform(col1->m_worldTransform);
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//either use persistent manifold or clear it every time
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m_dispatcher->ClearManifold(m_manifoldPtr);
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btManifoldResult* resultOut = m_dispatcher->GetNewManifoldResult(col0,col1,m_manifoldPtr);
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m_dispatcher->clearManifold(m_manifoldPtr);
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btManifoldResult* resultOut = m_dispatcher->getNewManifoldResult(col0,col1,m_manifoldPtr);
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btManifoldResultCollector hullContactCollector(*resultOut);
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@@ -301,7 +301,7 @@ void btConvexConvexAlgorithm ::ProcessCollision (btBroadphaseProxy* ,btBroadphas
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#endif //USE_HULL
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btManifoldResult* resultOut = m_dispatcher->GetNewManifoldResult(col0,col1,m_manifoldPtr);
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btManifoldResult* resultOut = m_dispatcher->getNewManifoldResult(col0,col1,m_manifoldPtr);
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btConvexShape* min0 = static_cast<btConvexShape*>(col0->m_collisionShape);
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btConvexShape* min1 = static_cast<btConvexShape*>(col1->m_collisionShape);
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@@ -310,9 +310,9 @@ void btConvexConvexAlgorithm ::ProcessCollision (btBroadphaseProxy* ,btBroadphas
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//TODO: if (dispatchInfo.m_useContinuous)
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m_gjkPairDetector.SetMinkowskiA(min0);
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m_gjkPairDetector.SetMinkowskiB(min1);
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input.m_maximumDistanceSquared = min0->GetMargin() + min1->GetMargin() + m_manifoldPtr->GetContactBreakingTreshold();
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m_gjkPairDetector.setMinkowskiA(min0);
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m_gjkPairDetector.setMinkowskiB(min1);
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input.m_maximumDistanceSquared = min0->getMargin() + min1->getMargin() + m_manifoldPtr->getContactBreakingTreshold();
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input.m_maximumDistanceSquared*= input.m_maximumDistanceSquared;
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// input.m_maximumDistanceSquared = 1e30f;
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@@ -320,15 +320,15 @@ void btConvexConvexAlgorithm ::ProcessCollision (btBroadphaseProxy* ,btBroadphas
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input.m_transformA = col0->m_worldTransform;
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input.m_transformB = col1->m_worldTransform;
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m_gjkPairDetector.GetClosestPoints(input,*resultOut,dispatchInfo.m_debugDraw);
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m_gjkPairDetector.getClosestPoints(input,*resultOut,dispatchInfo.m_debugDraw);
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m_dispatcher->ReleaseManifoldResult(resultOut);
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m_dispatcher->releaseManifoldResult(resultOut);
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}
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bool disableCcd = false;
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float btConvexConvexAlgorithm::CalculateTimeOfImpact(btBroadphaseProxy* proxy0,btBroadphaseProxy* proxy1,const btDispatcherInfo& dispatchInfo)
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float btConvexConvexAlgorithm::calculateTimeOfImpact(btBroadphaseProxy* proxy0,btBroadphaseProxy* proxy1,const btDispatcherInfo& dispatchInfo)
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{
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///Rather then checking ALL pairs, only calculate TOI when motion exceeds treshold
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@@ -350,7 +350,7 @@ float btConvexConvexAlgorithm::CalculateTimeOfImpact(btBroadphaseProxy* proxy0,b
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if (disableCcd)
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return 1.f;
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CheckPenetrationDepthSolver();
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checkPenetrationDepthSolver();
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//An adhoc way of testing the Continuous Collision Detection algorithms
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//One object is approximated as a sphere, to simplify things
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@@ -358,7 +358,7 @@ float btConvexConvexAlgorithm::CalculateTimeOfImpact(btBroadphaseProxy* proxy0,b
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//For proper CCD, better accuracy and handling of 'allowed' penetration should be added
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//also the mainloop of the physics should have a kind of toi queue (something like Brian Mirtich's application of Timewarp for Rigidbodies)
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bool needsCollision = m_dispatcher->NeedsCollision(m_box0,m_box1);
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bool needsCollision = m_dispatcher->needsCollision(m_box0,m_box1);
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if (!needsCollision)
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return 1.f;
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