bt -> b3 and BT -> B3 rename for content and filenames

This commit is contained in:
erwin coumans
2013-04-28 23:11:10 -07:00
parent 6bcb5b9d5f
commit 7366e262fd
178 changed files with 5218 additions and 5218 deletions

View File

@@ -14,8 +14,8 @@ subject to the following restrictions:
*/
#include "btCpuDynamicsWorld.h"
#include "btGpuDynamicsWorld.h"
#include "b3CpuDynamicsWorld.h"
#include "b3GpuDynamicsWorld.h"
#define SCALING 1.
@@ -27,20 +27,20 @@ subject to the following restrictions:
#include "GpuDemo.h"
//#include "GlutStuff.h"
///btBulletDynamicsCommon.h is the main Bullet include file, contains most common include files.
//#include "btBulletDynamicsCommon.h"
///b3BulletDynamicsCommon.h is the main Bullet include file, contains most common include files.
//#include "b3BulletDynamicsCommon.h"
#include "BulletCollision/CollisionShapes/btTriangleMesh.h"
#include "BulletCollision/CollisionShapes/btBvhTriangleMeshShape.h"
#include "BulletCollision/CollisionShapes/btSphereShape.h"
#include "BulletCollision/CollisionShapes/btConvexHullShape.h"
#include "BulletCollision/CollisionShapes/btBoxShape.h"
#include "BulletCollision/CollisionShapes/btCompoundShape.h"
#include "BulletCollision/CollisionShapes/btStaticPlaneShape.h"
#include "BulletCollision/CollisionShapes/b3TriangleMesh.h"
#include "BulletCollision/CollisionShapes/b3BvhTriangleMeshShape.h"
#include "BulletCollision/CollisionShapes/b3SphereShape.h"
#include "BulletCollision/CollisionShapes/b3ConvexHullShape.h"
#include "BulletCollision/CollisionShapes/b3BoxShape.h"
#include "BulletCollision/CollisionShapes/b3CompoundShape.h"
#include "BulletCollision/CollisionShapes/b3StaticPlaneShape.h"
#include "BulletDynamics/Dynamics/btRigidBody.h"
#include "LinearMath/btDefaultMotionState.h"
#include "BulletDynamics/Dynamics/b3RigidBody.h"
#include "LinearMath/b3DefaultMotionState.h"
#include "LinearMath/b3Quickprof.h"
@@ -61,7 +61,7 @@ void GpuDemo::clientMoveAndDisplay()
if (once)
{
once=false;
btDefaultSerializer* serializer = new btDefaultSerializer();
b3DefaultSerializer* serializer = new b3DefaultSerializer();
m_dynamicsWorld->serialize(serializer);
FILE* file = fopen("testFile.bullet","wb");
@@ -103,7 +103,7 @@ void SpheresDemo::setupScene(const ConstructionInfo& ci)
if (1)
{
btSphereShape* sphere = new btSphereShape(1);
b3SphereShape* sphere = new b3SphereShape(1);
m_collisionShapes.push_back(sphere);
/// Create Dynamic Objects
@@ -129,9 +129,9 @@ void SpheresDemo::setupScene(const ConstructionInfo& ci)
float gapZ =ci.gapZ;
for(int j = 0;j<sizeZ;j++)
{
//btCollisionShape* shape = k==0? boxShape : colShape;
//b3CollisionShape* shape = k==0? boxShape : colShape;
btCollisionShape* shape = sphere;
b3CollisionShape* shape = sphere;
b3Scalar mass = 1;
@@ -152,9 +152,9 @@ void SpheresDemo::setupScene(const ConstructionInfo& ci)
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,shape,localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
b3DefaultMotionState* myMotionState = new b3DefaultMotionState(startTransform);
b3RigidBody::b3RigidBodyConstructionInfo rbInfo(mass,myMotionState,shape,localInertia);
b3RigidBody* body = new b3RigidBody(rbInfo);
m_dynamicsWorld->addRigidBody(body);
@@ -167,10 +167,10 @@ void SpheresDemo::setupScene(const ConstructionInfo& ci)
b3Vector3 planeNormal(0,1,0);
b3Scalar planeConstant=0;
btCollisionShape* shape = new btStaticPlaneShape(planeNormal,planeConstant);
//btBoxShape* plane = new btBoxShape(b3Vector3(100,1,100));
b3CollisionShape* shape = new b3StaticPlaneShape(planeNormal,planeConstant);
//b3BoxShape* plane = new b3BoxShape(b3Vector3(100,1,100));
//plane->initializePolyhedralFeatures();
//btSphereShape* shape = new btSphereShape(1000);
//b3SphereShape* shape = new b3SphereShape(1000);
b3Scalar mass(0.);
@@ -184,9 +184,9 @@ void SpheresDemo::setupScene(const ConstructionInfo& ci)
groundTransform.setOrigin(b3Vector3(0,0,0));
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,shape,localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
b3DefaultMotionState* myMotionState = new b3DefaultMotionState(groundTransform);
b3RigidBody::b3RigidBodyConstructionInfo rbInfo(mass,myMotionState,shape,localInertia);
b3RigidBody* body = new b3RigidBody(rbInfo);
//add the body to the dynamics world
m_dynamicsWorld->addRigidBody(body);
@@ -197,12 +197,12 @@ void SpheresDemo::setupScene(const ConstructionInfo& ci)
void GpuCompoundDemo::setupScene(const ConstructionInfo& ci)
{
btCollisionShape* groundShape =0;
// btCollisionShape* groundShape = new btStaticPlaneShape(b3Vector3(0,1,0),50);
b3CollisionShape* groundShape =0;
// b3CollisionShape* groundShape = new b3StaticPlaneShape(b3Vector3(0,1,0),50);
if (ci.m_useConcaveMesh)
{
btTriangleMesh* meshInterface = new btTriangleMesh();
b3TriangleMesh* meshInterface = new b3TriangleMesh();
b3AlignedObjectArray<b3Vector3> concaveVertices;
concaveVertices.push_back(b3Vector3(0,-20,0));
@@ -217,16 +217,16 @@ void GpuCompoundDemo::setupScene(const ConstructionInfo& ci)
meshInterface->addTriangle(concaveVertices[0],concaveVertices[4],concaveVertices[1],true);
#if 0
groundShape = new btBvhTriangleMeshShape(meshInterface,true);//btStaticPlaneShape(b3Vector3(0,1,0),50);
groundShape = new b3BvhTriangleMeshShape(meshInterface,true);//b3StaticPlaneShape(b3Vector3(0,1,0),50);
#else
btBoxShape* shape =new btBoxShape(b3Vector3(b3Scalar(250.),b3Scalar(10.),b3Scalar(250.)));
b3BoxShape* shape =new b3BoxShape(b3Vector3(b3Scalar(250.),b3Scalar(10.),b3Scalar(250.)));
shape->initializePolyhedralFeatures();
groundShape = shape;
#endif
} else
{
groundShape = new btBoxShape(b3Vector3(b3Scalar(250.),b3Scalar(50.),b3Scalar(250.)));
groundShape = new b3BoxShape(b3Vector3(b3Scalar(250.),b3Scalar(50.),b3Scalar(250.)));
}
m_collisionShapes.push_back(groundShape);
@@ -248,9 +248,9 @@ void GpuCompoundDemo::setupScene(const ConstructionInfo& ci)
groundShape->calculateLocalInertia(mass,localInertia);
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
b3DefaultMotionState* myMotionState = new b3DefaultMotionState(groundTransform);
b3RigidBody::b3RigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
b3RigidBody* body = new b3RigidBody(rbInfo);
//add the body to the dynamics world
m_dynamicsWorld->addRigidBody(body);
@@ -272,14 +272,14 @@ void GpuCompoundDemo::setupScene(const ConstructionInfo& ci)
vertices.push_back(b3Vector3(-1,-1,1));
#if 0
btPolyhedralConvexShape* colShape = new btConvexHullShape(&vertices[0].getX(),vertices.size());
b3PolyhedralConvexShape* colShape = new b3ConvexHullShape(&vertices[0].getX(),vertices.size());
colShape->initializePolyhedralFeatures();
#else
btCompoundShape* compoundShape = 0;
b3CompoundShape* compoundShape = 0;
{
btPolyhedralConvexShape* colShape = new btConvexHullShape(&vertices[0].getX(),vertices.size());
b3PolyhedralConvexShape* colShape = new b3ConvexHullShape(&vertices[0].getX(),vertices.size());
colShape->initializePolyhedralFeatures();
compoundShape = new btCompoundShape();
compoundShape = new b3CompoundShape();
b3Transform tr;
tr.setIdentity();
tr.setOrigin(b3Vector3(0,-1,0));
@@ -289,18 +289,18 @@ void GpuCompoundDemo::setupScene(const ConstructionInfo& ci)
tr.setOrigin(b3Vector3(2,0,0));
compoundShape->addChildShape(tr,colShape);
}
btCollisionShape* colShape = compoundShape;
b3CollisionShape* colShape = compoundShape;
#endif
btPolyhedralConvexShape* boxShape = new btBoxShape(b3Vector3(SCALING*1,SCALING*1,SCALING*1));
b3PolyhedralConvexShape* boxShape = new b3BoxShape(b3Vector3(SCALING*1,SCALING*1,SCALING*1));
boxShape->initializePolyhedralFeatures();
//btCollisionShape* colShape = new btSphereShape(b3Scalar(1.));
//b3CollisionShape* colShape = new b3SphereShape(b3Scalar(1.));
m_collisionShapes.push_back(colShape);
m_collisionShapes.push_back(boxShape);
@@ -329,9 +329,9 @@ void GpuCompoundDemo::setupScene(const ConstructionInfo& ci)
float gapZ = !ci.m_useConcaveMesh&&k==0? 3.05 : ci.gapZ;
for(int j = 0;j<sizeZ;j++)
{
//btCollisionShape* shape = k==0? boxShape : colShape;
//b3CollisionShape* shape = k==0? boxShape : colShape;
btCollisionShape* shape = colShape;
b3CollisionShape* shape = colShape;
b3Scalar mass = 1;
@@ -352,9 +352,9 @@ void GpuCompoundDemo::setupScene(const ConstructionInfo& ci)
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,shape,localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
b3DefaultMotionState* myMotionState = new b3DefaultMotionState(startTransform);
b3RigidBody::b3RigidBodyConstructionInfo rbInfo(mass,myMotionState,shape,localInertia);
b3RigidBody* body = new b3RigidBody(rbInfo);
m_dynamicsWorld->addRigidBody(body);
@@ -368,12 +368,12 @@ void GpuCompoundDemo::setupScene(const ConstructionInfo& ci)
void GpuBoxDemo::setupScene(const ConstructionInfo& ci)
{
btCollisionShape* groundShape =0;
// btCollisionShape* groundShape = new btStaticPlaneShape(b3Vector3(0,1,0),50);
b3CollisionShape* groundShape =0;
// b3CollisionShape* groundShape = new b3StaticPlaneShape(b3Vector3(0,1,0),50);
if (ci.m_useConcaveMesh)
{
btTriangleMesh* meshInterface = new btTriangleMesh();
b3TriangleMesh* meshInterface = new b3TriangleMesh();
b3AlignedObjectArray<b3Vector3> concaveVertices;
concaveVertices.push_back(b3Vector3(0,-20,0));
@@ -388,16 +388,16 @@ void GpuBoxDemo::setupScene(const ConstructionInfo& ci)
meshInterface->addTriangle(concaveVertices[0],concaveVertices[4],concaveVertices[1],true);
#if 0
groundShape = new btBvhTriangleMeshShape(meshInterface,true);//btStaticPlaneShape(b3Vector3(0,1,0),50);
groundShape = new b3BvhTriangleMeshShape(meshInterface,true);//b3StaticPlaneShape(b3Vector3(0,1,0),50);
#else
btBoxShape* shape =new btBoxShape(b3Vector3(b3Scalar(250.),b3Scalar(10.),b3Scalar(250.)));
b3BoxShape* shape =new b3BoxShape(b3Vector3(b3Scalar(250.),b3Scalar(10.),b3Scalar(250.)));
shape->initializePolyhedralFeatures();
groundShape = shape;
#endif
} else
{
groundShape = new btBoxShape(b3Vector3(b3Scalar(250.),b3Scalar(50.),b3Scalar(250.)));
groundShape = new b3BoxShape(b3Vector3(b3Scalar(250.),b3Scalar(50.),b3Scalar(250.)));
}
m_collisionShapes.push_back(groundShape);
@@ -419,9 +419,9 @@ void GpuBoxDemo::setupScene(const ConstructionInfo& ci)
groundShape->calculateLocalInertia(mass,localInertia);
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
b3DefaultMotionState* myMotionState = new b3DefaultMotionState(groundTransform);
b3RigidBody::b3RigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
b3RigidBody* body = new b3RigidBody(rbInfo);
//add the body to the dynamics world
m_dynamicsWorld->addRigidBody(body);
@@ -443,14 +443,14 @@ void GpuBoxDemo::setupScene(const ConstructionInfo& ci)
vertices.push_back(b3Vector3(-1,-1,1));
#if 1
btPolyhedralConvexShape* colShape = new btConvexHullShape(&vertices[0].getX(),vertices.size());
b3PolyhedralConvexShape* colShape = new b3ConvexHullShape(&vertices[0].getX(),vertices.size());
colShape->initializePolyhedralFeatures();
#else
btCompoundShape* compoundShape = 0;
b3CompoundShape* compoundShape = 0;
{
btPolyhedralConvexShape* colShape = new btConvexHullShape(&vertices[0].getX(),vertices.size());
b3PolyhedralConvexShape* colShape = new b3ConvexHullShape(&vertices[0].getX(),vertices.size());
colShape->initializePolyhedralFeatures();
compoundShape = new btCompoundShape();
compoundShape = new b3CompoundShape();
b3Transform tr;
tr.setIdentity();
tr.setOrigin(b3Vector3(0,-1,0));
@@ -460,18 +460,18 @@ void GpuBoxDemo::setupScene(const ConstructionInfo& ci)
tr.setOrigin(b3Vector3(2,0,0));
compoundShape->addChildShape(tr,colShape);
}
btCollisionShape* colShape = compoundShape;
b3CollisionShape* colShape = compoundShape;
#endif
btPolyhedralConvexShape* boxShape = new btBoxShape(b3Vector3(SCALING*1,SCALING*1,SCALING*1));
b3PolyhedralConvexShape* boxShape = new b3BoxShape(b3Vector3(SCALING*1,SCALING*1,SCALING*1));
boxShape->initializePolyhedralFeatures();
//btCollisionShape* colShape = new btSphereShape(b3Scalar(1.));
//b3CollisionShape* colShape = new b3SphereShape(b3Scalar(1.));
m_collisionShapes.push_back(colShape);
m_collisionShapes.push_back(boxShape);
@@ -500,9 +500,9 @@ void GpuBoxDemo::setupScene(const ConstructionInfo& ci)
float gapZ = !ci.m_useConcaveMesh&&k==0? 3.05 : ci.gapZ;
for(int j = 0;j<sizeZ;j++)
{
//btCollisionShape* shape = k==0? boxShape : colShape;
//b3CollisionShape* shape = k==0? boxShape : colShape;
btCollisionShape* shape = colShape;
b3CollisionShape* shape = colShape;
b3Scalar mass = 1;
@@ -523,9 +523,9 @@ void GpuBoxDemo::setupScene(const ConstructionInfo& ci)
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,shape,localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
b3DefaultMotionState* myMotionState = new b3DefaultMotionState(startTransform);
b3RigidBody::b3RigidBodyConstructionInfo rbInfo(mass,myMotionState,shape,localInertia);
b3RigidBody* body = new b3RigidBody(rbInfo);
m_dynamicsWorld->addRigidBody(body);
@@ -546,10 +546,10 @@ void GpuDemo::initPhysics(const ConstructionInfo& ci)
///collision configuration contains default setup for memory, collision setup
if (ci.useOpenCL)
{
m_dynamicsWorld = new btGpuDynamicsWorld(ci.preferredOpenCLPlatformIndex,ci.preferredOpenCLDeviceIndex);
m_dynamicsWorld = new b3GpuDynamicsWorld(ci.preferredOpenCLPlatformIndex,ci.preferredOpenCLDeviceIndex);
} else
{
m_dynamicsWorld = new btCpuDynamicsWorld();
m_dynamicsWorld = new b3CpuDynamicsWorld();
}
@@ -581,8 +581,8 @@ void GpuDemo::exitPhysics()
{
for (i=m_dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--)
{
btCollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
btRigidBody* body = btRigidBody::upcast(obj);
b3CollisionObject* obj = m_dynamicsWorld->getCollisionObjectArray()[i];
b3RigidBody* body = b3RigidBody::upcast(obj);
if (body && body->getMotionState())
{
delete body->getMotionState();
@@ -595,7 +595,7 @@ void GpuDemo::exitPhysics()
//delete collision shapes
for (int j=0;j<m_collisionShapes.size();j++)
{
btCollisionShape* shape = m_collisionShapes[j];
b3CollisionShape* shape = m_collisionShapes[j];
delete shape;
}
m_collisionShapes.clear();