consistency
This commit is contained in:
@ -48,7 +48,7 @@ public:
|
||||
{
|
||||
B3_ASSERT(m_mouseJoint == nullptr);
|
||||
|
||||
b3ShapeRayCastSingleOutput out;
|
||||
b3RayCastSingleShapeOutput out;
|
||||
if (m_world->RayCastSingleShape(&out, m_ray->A(), m_ray->B()) == false)
|
||||
{
|
||||
return false;
|
||||
|
@ -52,7 +52,7 @@ public:
|
||||
{
|
||||
B3_ASSERT(IsDragging() == false);
|
||||
|
||||
b3ClothRayCastSingleOutput rayOut;
|
||||
b3RayCastSingleClothOutput rayOut;
|
||||
if (m_world->RayCastSingleCloth(&rayOut, m_ray->A(), m_ray->B()) == false)
|
||||
{
|
||||
return false;
|
||||
|
@ -37,7 +37,7 @@ struct b3ClothMesh;
|
||||
class b3RayCastListener;
|
||||
|
||||
struct b3RayCastInput;
|
||||
struct b3ClothRayCastSingleOutput;
|
||||
struct b3RayCastSingleClothOutput;
|
||||
|
||||
// Cloth definition
|
||||
// This requires defining a cloth mesh which is typically bound to a render mesh
|
||||
@ -90,13 +90,13 @@ public:
|
||||
void DestroyForce(b3Force* force);
|
||||
|
||||
// Perform a ray cast with a given cloth mesh triangle.
|
||||
bool RayCast(b3ClothRayCastSingleOutput* output, const b3RayCastInput* input, u32 triangleIndex) const;
|
||||
bool RayCast(b3RayCastSingleClothOutput* output, const b3RayCastInput* input, u32 triangleIndex) const;
|
||||
|
||||
// Perform a ray cast with the cloth.
|
||||
void RayCast(b3RayCastListener* listener, const b3RayCastInput* input) const;
|
||||
|
||||
// Perform a ray cast with the cloth.
|
||||
bool RayCastSingle(b3ClothRayCastSingleOutput* output, const b3Vec3& p1, const b3Vec3& p2) const;
|
||||
bool RayCastSingle(b3RayCastSingleClothOutput* output, const b3Vec3& p1, const b3Vec3& p2) const;
|
||||
|
||||
// Return the cloth mesh proxy.
|
||||
b3ClothMesh* GetMesh() const;
|
||||
|
@ -58,32 +58,24 @@ struct b3ParticleDef
|
||||
void* userData;
|
||||
};
|
||||
|
||||
//
|
||||
class b3FrictionForce : public b3Force
|
||||
{
|
||||
public:
|
||||
b3FrictionForce() { }
|
||||
|
||||
~b3FrictionForce() { }
|
||||
|
||||
void Apply(const b3ClothSolverData* data);
|
||||
|
||||
b3Particle* m_p;
|
||||
float32 m_kd;
|
||||
};
|
||||
|
||||
// A contact between a particle and a solid
|
||||
class b3BodyContact
|
||||
{
|
||||
public:
|
||||
b3BodyContact()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
~b3BodyContact()
|
||||
{
|
||||
|
||||
}
|
||||
b3BodyContact() { }
|
||||
~b3BodyContact() { }
|
||||
|
||||
b3Particle* p1;
|
||||
b3Shape* s2;
|
||||
|
@ -36,7 +36,7 @@ class b3RayCastListener;
|
||||
class b3ContactListener;
|
||||
class b3ContactFilter;
|
||||
|
||||
struct b3ShapeRayCastSingleOutput
|
||||
struct b3RayCastSingleShapeOutput
|
||||
{
|
||||
b3Shape* shape; // shape
|
||||
b3Vec3 point; // intersection point on surface
|
||||
@ -44,7 +44,7 @@ struct b3ShapeRayCastSingleOutput
|
||||
float32 fraction; // time of intersection on segment
|
||||
};
|
||||
|
||||
struct b3ClothRayCastSingleOutput
|
||||
struct b3RayCastSingleClothOutput
|
||||
{
|
||||
b3Cloth* cloth; // cloth
|
||||
u32 triangle; // triangle
|
||||
@ -115,7 +115,7 @@ public:
|
||||
// The ray cast output is the intercepted shape, the intersection
|
||||
// point in world space, the face normal on the shape associated with the point,
|
||||
// and the intersection fraction.
|
||||
bool RayCastSingleShape(b3ShapeRayCastSingleOutput* output, const b3Vec3& p1, const b3Vec3& p2) const;
|
||||
bool RayCastSingleShape(b3RayCastSingleShapeOutput* output, const b3Vec3& p1, const b3Vec3& p2) const;
|
||||
|
||||
// Perform a ray cast with the world.
|
||||
// The given ray cast listener will be notified when a ray intersects a shape
|
||||
@ -130,7 +130,7 @@ public:
|
||||
// The ray cast output is the intercepted cloth, the intersection
|
||||
// point in world space, the face normal on the cloth associated with the point,
|
||||
// and the intersection fraction.
|
||||
bool RayCastSingleCloth(b3ClothRayCastSingleOutput* output, const b3Vec3& p1, const b3Vec3& p2) const;
|
||||
bool RayCastSingleCloth(b3RayCastSingleClothOutput* output, const b3Vec3& p1, const b3Vec3& p2) const;
|
||||
|
||||
// Perform a AABB query with the world.
|
||||
// The query listener will be notified when two shape AABBs are overlapping.
|
||||
|
Reference in New Issue
Block a user