Refactoring: another huge number of changes, renamed methods to start with lower-case.

This commit is contained in:
ejcoumans
2006-09-28 01:11:16 +00:00
parent d0f09040e9
commit 2b1657b1dd
185 changed files with 2103 additions and 2095 deletions

View File

@@ -18,23 +18,23 @@ btSimulationIslandManager::~btSimulationIslandManager()
}
void btSimulationIslandManager::InitUnionFind(int n)
void btSimulationIslandManager::initUnionFind(int n)
{
m_unionFind.reset(n);
}
void btSimulationIslandManager::FindUnions(btDispatcher* dispatcher)
void btSimulationIslandManager::findUnions(btDispatcher* dispatcher)
{
{
for (int i=0;i<dispatcher->GetNumManifolds();i++)
for (int i=0;i<dispatcher->getNumManifolds();i++)
{
const btPersistentManifold* manifold = dispatcher->GetManifoldByIndexInternal(i);
const btPersistentManifold* manifold = dispatcher->getManifoldByIndexInternal(i);
//static objects (invmass 0.f) don't merge !
const btCollisionObject* colObj0 = static_cast<const btCollisionObject*>(manifold->GetBody0());
const btCollisionObject* colObj1 = static_cast<const btCollisionObject*>(manifold->GetBody1());
const btCollisionObject* colObj0 = static_cast<const btCollisionObject*>(manifold->getBody0());
const btCollisionObject* colObj1 = static_cast<const btCollisionObject*>(manifold->getBody1());
if (((colObj0) && ((colObj0)->mergesSimulationIslands())) &&
((colObj1) && ((colObj1)->mergesSimulationIslands())))
@@ -48,18 +48,18 @@ void btSimulationIslandManager::FindUnions(btDispatcher* dispatcher)
}
void btSimulationIslandManager::UpdateActivationState(btCollisionWorld* colWorld,btDispatcher* dispatcher)
void btSimulationIslandManager::updateActivationState(btCollisionWorld* colWorld,btDispatcher* dispatcher)
{
InitUnionFind(colWorld->GetCollisionObjectArray().size());
initUnionFind(colWorld->getCollisionObjectArray().size());
// put the index into m_controllers into m_tag
{
std::vector<btCollisionObject*>::iterator i;
int index = 0;
for (i=colWorld->GetCollisionObjectArray().begin();
!(i==colWorld->GetCollisionObjectArray().end()); i++)
for (i=colWorld->getCollisionObjectArray().begin();
!(i==colWorld->getCollisionObjectArray().end()); i++)
{
btCollisionObject* collisionObject= (*i);
@@ -71,7 +71,7 @@ void btSimulationIslandManager::UpdateActivationState(btCollisionWorld* colWorld
}
// do the union find
FindUnions(dispatcher);
findUnions(dispatcher);
@@ -80,7 +80,7 @@ void btSimulationIslandManager::UpdateActivationState(btCollisionWorld* colWorld
void btSimulationIslandManager::StoreIslandActivationState(btCollisionWorld* colWorld)
void btSimulationIslandManager::storeIslandActivationState(btCollisionWorld* colWorld)
{
// put the islandId ('find' value) into m_tag
{
@@ -89,8 +89,8 @@ void btSimulationIslandManager::StoreIslandActivationState(btCollisionWorld* col
std::vector<btCollisionObject*>::iterator i;
int index = 0;
for (i=colWorld->GetCollisionObjectArray().begin();
!(i==colWorld->GetCollisionObjectArray().end()); i++)
for (i=colWorld->getCollisionObjectArray().begin();
!(i==colWorld->getCollisionObjectArray().end()); i++)
{
btCollisionObject* collisionObject= (*i);
@@ -109,8 +109,8 @@ void btSimulationIslandManager::StoreIslandActivationState(btCollisionWorld* col
inline int getIslandId(const btPersistentManifold* lhs)
{
int islandId;
const btCollisionObject* rcolObj0 = static_cast<const btCollisionObject*>(lhs->GetBody0());
const btCollisionObject* rcolObj1 = static_cast<const btCollisionObject*>(lhs->GetBody1());
const btCollisionObject* rcolObj0 = static_cast<const btCollisionObject*>(lhs->getBody0());
const btCollisionObject* rcolObj1 = static_cast<const btCollisionObject*>(lhs->getBody1());
islandId= rcolObj0->m_islandTag1>=0?rcolObj0->m_islandTag1:rcolObj1->m_islandTag1;
return islandId;
@@ -128,21 +128,21 @@ bool btPersistentManifoldSortPredicate(const btPersistentManifold* lhs, const bt
//
// todo: this is random access, it can be walked 'cache friendly'!
//
void btSimulationIslandManager::BuildAndProcessIslands(btDispatcher* dispatcher,btCollisionObjectArray& collisionObjects, IslandCallback* callback)
void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,btCollisionObjectArray& collisionObjects, IslandCallback* callback)
{
//we are going to sort the unionfind array, and store the element id in the size
//afterwards, we clean unionfind, to make sure no-one uses it anymore
GetUnionFind().sortIslands();
int numElem = GetUnionFind().getNumElements();
getUnionFind().sortIslands();
int numElem = getUnionFind().getNumElements();
int endIslandIndex=1;
//update the sleeping state for bodies, if all are sleeping
for (int startIslandIndex=0;startIslandIndex<numElem;startIslandIndex = endIslandIndex)
{
int islandId = GetUnionFind().getElement(startIslandIndex).m_id;
for (endIslandIndex = startIslandIndex+1;(endIslandIndex<numElem) && (GetUnionFind().getElement(endIslandIndex).m_id == islandId);endIslandIndex++)
int islandId = getUnionFind().getElement(startIslandIndex).m_id;
for (endIslandIndex = startIslandIndex+1;(endIslandIndex<numElem) && (getUnionFind().getElement(endIslandIndex).m_id == islandId);endIslandIndex++)
{
}
@@ -153,7 +153,7 @@ void btSimulationIslandManager::BuildAndProcessIslands(btDispatcher* dispatcher,
int idx;
for (idx=startIslandIndex;idx<endIslandIndex;idx++)
{
int i = GetUnionFind().getElement(idx).m_sz;
int i = getUnionFind().getElement(idx).m_sz;
btCollisionObject* colObj0 = collisionObjects[i];
if ((colObj0->m_islandTag1 != islandId) && (colObj0->m_islandTag1 != -1))
@@ -180,7 +180,7 @@ void btSimulationIslandManager::BuildAndProcessIslands(btDispatcher* dispatcher,
int idx;
for (idx=startIslandIndex;idx<endIslandIndex;idx++)
{
int i = GetUnionFind().getElement(idx).m_sz;
int i = getUnionFind().getElement(idx).m_sz;
btCollisionObject* colObj0 = collisionObjects[i];
if ((colObj0->m_islandTag1 != islandId) && (colObj0->m_islandTag1 != -1))
{
@@ -200,7 +200,7 @@ void btSimulationIslandManager::BuildAndProcessIslands(btDispatcher* dispatcher,
int idx;
for (idx=startIslandIndex;idx<endIslandIndex;idx++)
{
int i = GetUnionFind().getElement(idx).m_sz;
int i = getUnionFind().getElement(idx).m_sz;
btCollisionObject* colObj0 = collisionObjects[i];
if ((colObj0->m_islandTag1 != islandId) && (colObj0->m_islandTag1 != -1))
@@ -223,22 +223,22 @@ void btSimulationIslandManager::BuildAndProcessIslands(btDispatcher* dispatcher,
std::vector<btPersistentManifold*> islandmanifold;
int i;
int maxNumManifolds = dispatcher->GetNumManifolds();
int maxNumManifolds = dispatcher->getNumManifolds();
islandmanifold.reserve(maxNumManifolds);
for (i=0;i<maxNumManifolds ;i++)
{
btPersistentManifold* manifold = dispatcher->GetManifoldByIndexInternal(i);
btPersistentManifold* manifold = dispatcher->getManifoldByIndexInternal(i);
btCollisionObject* colObj0 = static_cast<btCollisionObject*>(manifold->GetBody0());
btCollisionObject* colObj1 = static_cast<btCollisionObject*>(manifold->GetBody1());
btCollisionObject* colObj0 = static_cast<btCollisionObject*>(manifold->getBody0());
btCollisionObject* colObj1 = static_cast<btCollisionObject*>(manifold->getBody1());
//todo: check sleeping conditions!
if (((colObj0) && colObj0->GetActivationState() != ISLAND_SLEEPING) ||
((colObj1) && colObj1->GetActivationState() != ISLAND_SLEEPING))
{
//filtering for response
if (dispatcher->NeedsResponse(*colObj0,*colObj1))
if (dispatcher->needsResponse(*colObj0,*colObj1))
islandmanifold.push_back(manifold);
}
}