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