avoid conflicts when using a unity build (single cpp file including many other cpp)

This commit is contained in:
erwincoumans
2019-01-23 13:35:58 -08:00
parent 0cf3f7d750
commit 93087f36df
3 changed files with 10 additions and 10 deletions

View File

@@ -27,7 +27,7 @@ btConvexPolyhedron::~btConvexPolyhedron()
{
}
inline bool IsAlmostZero(const btVector3& v)
inline bool IsAlmostZero1(const btVector3& v)
{
if (btFabs(v.x()) > 1e-6 || btFabs(v.y()) > 1e-6 || btFabs(v.z()) > 1e-6) return false;
return true;
@@ -123,7 +123,7 @@ void btConvexPolyhedron::initialize()
for (int p = 0; p < m_uniqueEdges.size(); p++)
{
if (IsAlmostZero(m_uniqueEdges[p] - edge) ||
IsAlmostZero(m_uniqueEdges[p] + edge))
IsAlmostZero1(m_uniqueEdges[p] + edge))
{
found = true;
break;

View File

@@ -65,7 +65,7 @@ inline int getIslandId(const btPersistentManifold* lhs)
return islandId;
}
SIMD_FORCE_INLINE int btGetConstraintIslandId(const btTypedConstraint* lhs)
SIMD_FORCE_INLINE int btGetConstraintIslandId1(const btTypedConstraint* lhs)
{
const btCollisionObject& rcolObj0 = lhs->getRigidBodyA();
const btCollisionObject& rcolObj1 = lhs->getRigidBodyB();
@@ -452,7 +452,7 @@ void btSimulationIslandManagerMt::addConstraintsToIslands(btAlignedObjectArray<b
btTypedConstraint* constraint = constraints[i];
if (constraint->isEnabled())
{
int islandId = btGetConstraintIslandId(constraint);
int islandId = btGetConstraintIslandId1(constraint);
// if island is not sleeping,
if (Island* island = getIsland(islandId))
{

View File

@@ -22,9 +22,9 @@ subject to the following restrictions:
#define DIRECTLY_UPDATE_VELOCITY_DURING_SOLVER_ITERATIONS
static bool interleaveContactAndFriction = false;
static bool interleaveContactAndFriction1 = false;
struct btJointNode
struct btJointNode1
{
int jointIndex; // pointer to enclosing dxJoint object
int otherBodyIndex; // *other* body this joint is connected to
@@ -241,7 +241,7 @@ void btMultiBodyMLCPConstraintSolver::createMLCPFast(const btContactSolverInfo&
void btMultiBodyMLCPConstraintSolver::createMLCPFastRigidBody(const btContactSolverInfo& infoGlobal)
{
int numContactRows = interleaveContactAndFriction ? 3 : 1;
int numContactRows = interleaveContactAndFriction1 ? 3 : 1;
int numConstraintRows = m_allConstraintPtrArray.size();
@@ -301,7 +301,7 @@ void btMultiBodyMLCPConstraintSolver::createMLCPFastRigidBody(const btContactSol
BT_PROFILE("bodyJointNodeArray.resize");
bodyJointNodeArray.resize(numBodies, -1);
}
btAlignedObjectArray<btJointNode> jointNodeArray;
btAlignedObjectArray<btJointNode1> jointNodeArray;
{
BT_PROFILE("jointNodeArray.reserve");
jointNodeArray.reserve(2 * m_allConstraintPtrArray.size());
@@ -729,7 +729,7 @@ btScalar btMultiBodyMLCPConstraintSolver::solveGroupCacheFriendlySetup(
int firstContactConstraintOffset = dindex;
// The btSequentialImpulseConstraintSolver moves all friction constraints at the very end, we can also interleave them instead
if (interleaveContactAndFriction)
if (interleaveContactAndFriction1)
{
for (int i = 0; i < m_tmpSolverContactConstraintPool.size(); i++)
{
@@ -785,7 +785,7 @@ btScalar btMultiBodyMLCPConstraintSolver::solveGroupCacheFriendlySetup(
firstContactConstraintOffset = dindex;
// The btSequentialImpulseConstraintSolver moves all friction constraints at the very end, we can also interleave them instead
if (interleaveContactAndFriction)
if (interleaveContactAndFriction1)
{
for (int i = 0; i < m_multiBodyNormalContactConstraints.size(); ++i)
{