rename to b3 convention, to avoid naming conflicts when using in combination with Bullet 2.x

This commit is contained in:
erwincoumans
2013-04-29 15:19:36 -07:00
parent 7366e262fd
commit 55b69201a9
88 changed files with 1682 additions and 1584 deletions

View File

@@ -1,5 +1,5 @@
/*
Copyright (c) 2003-2006 Gino van den Bergen / Erwin Coumans http://continuousphysics.com/Bullet/
Copyright (c) 2003-2013 Gino van den Bergen / Erwin Coumans http://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
@@ -17,12 +17,12 @@ subject to the following restrictions:
#define B3_TRANSFORM_UTIL_H
#include "b3Transform.h"
#define ANGULAR_MOTION_THRESHOLD b3Scalar(0.5)*SIMD_HALF_PI
#define B3_ANGULAR_MOTION_THRESHOLD b3Scalar(0.5)*B3_HALF_PI
SIMD_FORCE_INLINE b3Vector3 b3AabbSupport(const b3Vector3& halfExtents,const b3Vector3& supportDir)
B3_FORCE_INLINE b3Vector3 b3AabbSupport(const b3Vector3& halfExtents,const b3Vector3& supportDir)
{
return b3Vector3(supportDir.getX() < b3Scalar(0.0) ? -halfExtents.getX() : halfExtents.getX(),
supportDir.getY() < b3Scalar(0.0) ? -halfExtents.getY() : halfExtents.getY(),
@@ -55,9 +55,9 @@ public:
b3Vector3 axis;
b3Scalar fAngle = angvel.length();
//limit the angular motion
if (fAngle*timeStep > ANGULAR_MOTION_THRESHOLD)
if (fAngle*timeStep > B3_ANGULAR_MOTION_THRESHOLD)
{
fAngle = ANGULAR_MOTION_THRESHOLD / timeStep;
fAngle = B3_ANGULAR_MOTION_THRESHOLD / timeStep;
}
if ( fAngle < b3Scalar(0.001) )
@@ -103,7 +103,7 @@ public:
axis[3] = b3Scalar(0.);
//check for axis length
b3Scalar len = axis.length2();
if (len < SIMD_EPSILON*SIMD_EPSILON)
if (len < B3_EPSILON*B3_EPSILON)
axis = b3Vector3(b3Scalar(1.),b3Scalar(0.),b3Scalar(0.));
else
axis /= b3Sqrt(len);
@@ -132,7 +132,7 @@ public:
axis[3] = b3Scalar(0.);
//check for axis length
b3Scalar len = axis.length2();
if (len < SIMD_EPSILON*SIMD_EPSILON)
if (len < B3_EPSILON*B3_EPSILON)
axis = b3Vector3(b3Scalar(1.),b3Scalar(0.),b3Scalar(0.));
else
axis /= b3Sqrt(len);