bt -> b3 and BT -> B3 rename for content and filenames
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@@ -13,19 +13,19 @@ subject to the following restrictions:
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef BT_TRIANGLE_INDEX_VERTEX_ARRAY_H
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#define BT_TRIANGLE_INDEX_VERTEX_ARRAY_H
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#ifndef B3_TRIANGLE_INDEX_VERTEX_ARRAY_H
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#define B3_TRIANGLE_INDEX_VERTEX_ARRAY_H
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#include "b3StridingMeshInterface.h"
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#include "Bullet3Common/b3AlignedObjectArray.h"
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#include "Bullet3Common/b3Scalar.h"
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///The btIndexedMesh indexes a single vertex and index array. Multiple btIndexedMesh objects can be passed into a b3TriangleIndexVertexArray using addIndexedMesh.
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///The b3IndexedMesh indexes a single vertex and index array. Multiple b3IndexedMesh objects can be passed into a b3TriangleIndexVertexArray using addIndexedMesh.
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///Instead of the number of indices, we pass the number of triangles.
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ATTRIBUTE_ALIGNED16( struct) btIndexedMesh
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ATTRIBUTE_ALIGNED16( struct) b3IndexedMesh
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{
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BT_DECLARE_ALIGNED_ALLOCATOR();
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B3_DECLARE_ALIGNED_ALLOCATOR();
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int m_numTriangles;
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const unsigned char * m_triangleIndexBase;
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@@ -46,20 +46,20 @@ ATTRIBUTE_ALIGNED16( struct) btIndexedMesh
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PHY_ScalarType m_vertexType;
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btIndexedMesh()
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b3IndexedMesh()
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:m_indexType(PHY_INTEGER),
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#ifdef BT_USE_DOUBLE_PRECISION
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#ifdef B3_USE_DOUBLE_PRECISION
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m_vertexType(PHY_DOUBLE)
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#else // BT_USE_DOUBLE_PRECISION
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#else // B3_USE_DOUBLE_PRECISION
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m_vertexType(PHY_FLOAT)
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#endif // BT_USE_DOUBLE_PRECISION
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#endif // B3_USE_DOUBLE_PRECISION
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{
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}
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}
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;
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typedef b3AlignedObjectArray<btIndexedMesh> IndexedMeshArray;
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typedef b3AlignedObjectArray<b3IndexedMesh> IndexedMeshArray;
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///The b3TriangleIndexVertexArray allows to access multiple triangle meshes, by indexing into existing triangle/index arrays.
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///Additional meshes can be added using addIndexedMesh
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@@ -76,7 +76,7 @@ protected:
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public:
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BT_DECLARE_ALIGNED_ALLOCATOR();
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B3_DECLARE_ALIGNED_ALLOCATOR();
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b3TriangleIndexVertexArray() : m_hasAabb(0)
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{
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@@ -87,7 +87,7 @@ public:
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//just to be backwards compatible
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b3TriangleIndexVertexArray(int numTriangles,int* triangleIndexBase,int triangleIndexStride,int numVertices,b3Scalar* vertexBase,int vertexStride);
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void addIndexedMesh(const btIndexedMesh& mesh, PHY_ScalarType indexType = PHY_INTEGER)
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void addIndexedMesh(const b3IndexedMesh& mesh, PHY_ScalarType indexType = PHY_INTEGER)
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{
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m_indexedMeshes.push_back(mesh);
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m_indexedMeshes[m_indexedMeshes.size()-1].m_indexType = indexType;
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@@ -130,4 +130,4 @@ public:
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}
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;
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#endif //BT_TRIANGLE_INDEX_VERTEX_ARRAY_H
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#endif //B3_TRIANGLE_INDEX_VERTEX_ARRAY_H
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