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

@@ -42,33 +42,33 @@ public:
virtual ~btCompoundShape();
void AddChildShape(const btTransform& localTransform,btCollisionShape* shape);
void addChildShape(const btTransform& localTransform,btCollisionShape* shape);
int GetNumChildShapes() const
int getNumChildShapes() const
{
return m_childShapes.size();
}
btCollisionShape* GetChildShape(int index)
btCollisionShape* getChildShape(int index)
{
return m_childShapes[index];
}
const btCollisionShape* GetChildShape(int index) const
const btCollisionShape* getChildShape(int index) const
{
return m_childShapes[index];
}
btTransform GetChildTransform(int index)
btTransform getChildTransform(int index)
{
return m_childTransforms[index];
}
const btTransform GetChildTransform(int index) const
const btTransform getChildTransform(int index) const
{
return m_childTransforms[index];
}
///GetAabb's default implementation is brute force, expected derived classes to implement a fast dedicated version
void GetAabb(const btTransform& t,btVector3& aabbMin,btVector3& aabbMax) const;
///getAabb's default implementation is brute force, expected derived classes to implement a fast dedicated version
void getAabb(const btTransform& t,btVector3& aabbMin,btVector3& aabbMax) const;
virtual void setLocalScaling(const btVector3& scaling)
@@ -80,27 +80,27 @@ public:
return m_localScaling;
}
virtual void CalculateLocalInertia(btScalar mass,btVector3& inertia);
virtual void calculateLocalInertia(btScalar mass,btVector3& inertia);
virtual int GetShapeType() const { return COMPOUND_SHAPE_PROXYTYPE;}
virtual int getShapeType() const { return COMPOUND_SHAPE_PROXYTYPE;}
virtual void SetMargin(float margin)
virtual void setMargin(float margin)
{
m_collisionMargin = margin;
}
virtual float GetMargin() const
virtual float getMargin() const
{
return m_collisionMargin;
}
virtual char* GetName()const
virtual char* getName()const
{
return "Compound";
}
//this is optional, but should make collision queries faster, by culling non-overlapping nodes
void CreateAabbTreeFromChildren();
void createAabbTreeFromChildren();
const btOptimizedBvh* GetAabbTree() const
const btOptimizedBvh* getAabbTree() const
{
return m_aabbTree;
}