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

@@ -18,30 +18,30 @@ subject to the following restrictions:
#define MANIFOLD_RESULT_H
#include "BulletCollision/NarrowPhaseCollision/btDiscreteCollisionDetectorInterface.h"
struct CollisionObject;
class PersistentManifold;
class ManifoldPoint;
struct btCollisionObject;
class btPersistentManifold;
class btManifoldPoint;
typedef bool (*ContactAddedCallback)(ManifoldPoint& cp, const CollisionObject* colObj0,int partId0,int index0,const CollisionObject* colObj1,int partId1,int index1);
typedef bool (*ContactAddedCallback)(btManifoldPoint& cp, const btCollisionObject* colObj0,int partId0,int index0,const btCollisionObject* colObj1,int partId1,int index1);
extern ContactAddedCallback gContactAddedCallback;
///ManifoldResult is a helper class to manage contact results.
class ManifoldResult : public DiscreteCollisionDetectorInterface::Result
class btManifoldResult : public btDiscreteCollisionDetectorInterface::Result
{
PersistentManifold* m_manifoldPtr;
CollisionObject* m_body0;
CollisionObject* m_body1;
btPersistentManifold* m_manifoldPtr;
btCollisionObject* m_body0;
btCollisionObject* m_body1;
int m_partId0;
int m_partId1;
int m_index0;
int m_index1;
public:
ManifoldResult(CollisionObject* body0,CollisionObject* body1,PersistentManifold* manifoldPtr);
btManifoldResult(btCollisionObject* body0,btCollisionObject* body1,btPersistentManifold* manifoldPtr);
virtual ~ManifoldResult() {};
virtual ~btManifoldResult() {};
virtual void SetShapeIdentifiers(int partId0,int index0, int partId1,int index1)
{
@@ -51,7 +51,7 @@ public:
m_index1=index1;
}
virtual void AddContactPoint(const SimdVector3& normalOnBInWorld,const SimdVector3& pointInWorld,float depth);
virtual void AddContactPoint(const btVector3& normalOnBInWorld,const btVector3& pointInWorld,float depth);