merged most of the changes from the branch into trunk, except for COLLADA, libxml and glut glitches.

Still need to verify to make sure no unwanted renaming is introduced.
This commit is contained in:
ejcoumans
2006-09-27 20:43:51 +00:00
parent d1e9a885f3
commit eb23bb5c0c
263 changed files with 7528 additions and 6714 deletions

View File

@@ -21,16 +21,16 @@ subject to the following restrictions:
/// PHY_IPhysicsController is the abstract simplified Interface to a physical object.
/// It contains the IMotionState and IDeformableMesh Interfaces.
#include "LinearMath/SimdVector3.h"
#include "LinearMath/SimdScalar.h"
#include "LinearMath/SimdMatrix3x3.h"
#include "LinearMath/SimdTransform.h"
#include "LinearMath/btVector3.h"
#include "LinearMath/btScalar.h"
#include "LinearMath/btMatrix3x3.h"
#include "LinearMath/btTransform.h"
#include "BulletDynamics/Dynamics/btRigidBody.h"
#include "PHY_IMotionState.h"
#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h" //for CollisionShape access
class CollisionShape;
#include "BulletCollision/BroadphaseCollision/btBroadphaseProxy.h" //for btCollisionShape access
class btCollisionShape;
extern float gDeactivationTime;
extern float gLinearSleepingTreshold;
@@ -41,12 +41,12 @@ class CcdPhysicsEnvironment;
struct CcdConstructionInfo
struct btCcdConstructionInfo
{
///CollisionFilterGroups provides some optional usage of basic collision filtering
///this is done during broadphase, so very early in the pipeline
///more advanced collision filtering should be done in CollisionDispatcher::NeedsCollision
///more advanced collision filtering should be done in btCollisionDispatcher::NeedsCollision
enum CollisionFilterGroups
{
DefaultFilter = 1,
@@ -57,7 +57,7 @@ struct CcdConstructionInfo
};
CcdConstructionInfo()
btCcdConstructionInfo()
: m_gravity(0,0,0),
m_scaling(1.f,1.f,1.f),
m_mass(0.f),
@@ -74,26 +74,26 @@ struct CcdConstructionInfo
{
}
SimdVector3 m_localInertiaTensor;
SimdVector3 m_gravity;
SimdVector3 m_scaling;
SimdScalar m_mass;
SimdScalar m_restitution;
SimdScalar m_friction;
SimdScalar m_linearDamping;
SimdScalar m_angularDamping;
btVector3 m_localInertiaTensor;
btVector3 m_gravity;
btVector3 m_scaling;
btScalar m_mass;
btScalar m_restitution;
btScalar m_friction;
btScalar m_linearDamping;
btScalar m_angularDamping;
int m_collisionFlags;
///optional use of collision group/mask:
///only collision with object goups that match the collision mask.
///this is very basic early out. advanced collision filtering should be
///done in the CollisionDispatcher::NeedsCollision and NeedsResponse
///done in the btCollisionDispatcher::NeedsCollision and NeedsResponse
///both values default to 1
short int m_collisionFilterGroup;
short int m_collisionFilterMask;
CollisionShape* m_collisionShape;
btCollisionShape* m_collisionShape;
class PHY_IMotionState* m_MotionState;
CcdPhysicsEnvironment* m_physicsEnv; //needed for self-replication
@@ -101,19 +101,19 @@ struct CcdConstructionInfo
};
class RigidBody;
class btRigidBody;
///CcdPhysicsController is a physics object that supports continuous collision detection and time of impact based physics resolution.
class CcdPhysicsController : public PHY_IPhysicsController
{
RigidBody* m_body;
btRigidBody* m_body;
class PHY_IMotionState* m_MotionState;
void* m_newClientInfo;
CcdConstructionInfo m_cci;//needed for replication
void GetWorldOrientation(SimdMatrix3x3& mat);
btCcdConstructionInfo m_cci;//needed for replication
void GetWorldOrientation(btMatrix3x3& mat);
void CreateRigidbody();
@@ -122,14 +122,14 @@ class CcdPhysicsController : public PHY_IPhysicsController
int m_collisionDelay;
CcdPhysicsController (const CcdConstructionInfo& ci);
CcdPhysicsController (const btCcdConstructionInfo& ci);
virtual ~CcdPhysicsController();
RigidBody* GetRigidBody() { return m_body;}
btRigidBody* GetRigidBody() { return m_body;}
CollisionShape* GetCollisionShape() {
btCollisionShape* GetCollisionShape() {
return m_body->GetCollisionShape();
}
////////////////////////////////////
@@ -206,9 +206,9 @@ class CcdPhysicsController : public PHY_IPhysicsController
void UpdateDeactivation(float timeStep);
static SimdTransform GetTransformFromMotionState(PHY_IMotionState* motionState);
static btTransform GetTransformFromMotionState(PHY_IMotionState* motionState);
void SetAabb(const SimdVector3& aabbMin,const SimdVector3& aabbMax);
void SetAabb(const btVector3& aabbMin,const btVector3& aabbMax);
class PHY_IMotionState* GetMotionState()
@@ -227,7 +227,7 @@ class CcdPhysicsController : public PHY_IPhysicsController
///DefaultMotionState implements standard motionstate, using SimdTransform
///DefaultMotionState implements standard motionstate, using btTransform
class DefaultMotionState : public PHY_IMotionState
{
@@ -245,8 +245,8 @@ class DefaultMotionState : public PHY_IMotionState
virtual void calculateWorldTransformations();
SimdTransform m_worldTransform;
SimdVector3 m_localScaling;
btTransform m_worldTransform;
btVector3 m_localScaling;
};