consistency
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@@ -352,7 +352,7 @@ void b3Cloth::RayCast(b3RayCastListener* listener, const b3RayCastInput* input)
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{
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for (u32 i = 0; i < m_mesh->triangleCount; ++i)
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{
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b3ClothRayCastSingleOutput subOutput;
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b3RayCastSingleClothOutput subOutput;
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if (RayCast(&subOutput, input, i))
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{
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float32 newFraction = listener->ReportCloth(subOutput.cloth, subOutput.point, subOutput.normal, subOutput.fraction, subOutput.triangle);
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@@ -366,7 +366,7 @@ void b3Cloth::RayCast(b3RayCastListener* listener, const b3RayCastInput* input)
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}
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}
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bool b3Cloth::RayCastSingle(b3ClothRayCastSingleOutput* output, const b3Vec3& p1, const b3Vec3& p2) const
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bool b3Cloth::RayCastSingle(b3RayCastSingleClothOutput* output, const b3Vec3& p1, const b3Vec3& p2) const
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{
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b3RayCastInput input;
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input.p1 = p1;
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@@ -378,7 +378,7 @@ bool b3Cloth::RayCastSingle(b3ClothRayCastSingleOutput* output, const b3Vec3& p1
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for (u32 i = 0; i < m_mesh->triangleCount; ++i)
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{
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b3ClothRayCastSingleOutput subOutput;
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b3RayCastSingleClothOutput subOutput;
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if (RayCast(&subOutput, &input, i))
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{
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if (subOutput.fraction < output->fraction)
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@@ -396,7 +396,7 @@ bool b3Cloth::RayCastSingle(b3ClothRayCastSingleOutput* output, const b3Vec3& p1
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return false;
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}
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bool b3Cloth::RayCast(b3ClothRayCastSingleOutput* output, const b3RayCastInput* input, u32 triangleIndex) const
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bool b3Cloth::RayCast(b3RayCastSingleClothOutput* output, const b3RayCastInput* input, u32 triangleIndex) const
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{
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B3_ASSERT(triangleIndex < m_mesh->triangleCount);
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b3ClothMeshTriangle* triangle = m_mesh->triangles + triangleIndex;
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@@ -426,7 +426,7 @@ void b3World::RayCastShape(b3RayCastListener* listener, const b3Vec3& p1, const
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m_contactMan.m_broadPhase.RayCast(&callback, input);
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}
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struct b3ShapeRayCastSingleCallback
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struct b3RayCastSingleShapeCallback
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{
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float32 Report(const b3RayCastInput& input, u32 proxyId)
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{
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@@ -458,14 +458,14 @@ struct b3ShapeRayCastSingleCallback
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const b3BroadPhase* broadPhase;
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};
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bool b3World::RayCastSingleShape(b3ShapeRayCastSingleOutput* output, const b3Vec3& p1, const b3Vec3& p2) const
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bool b3World::RayCastSingleShape(b3RayCastSingleShapeOutput* output, const b3Vec3& p1, const b3Vec3& p2) const
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{
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b3RayCastInput input;
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input.p1 = p1;
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input.p2 = p2;
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input.maxFraction = 1.0f;
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b3ShapeRayCastSingleCallback callback;
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b3RayCastSingleShapeCallback callback;
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callback.shape0 = NULL;
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callback.output0.fraction = B3_MAX_FLOAT;
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callback.broadPhase = &m_contactMan.m_broadPhase;
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@@ -504,7 +504,7 @@ void b3World::RayCastCloth(b3RayCastListener* listener, const b3Vec3& p1, const
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}
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}
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bool b3World::RayCastSingleCloth(b3ClothRayCastSingleOutput* output, const b3Vec3& p1, const b3Vec3& p2) const
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bool b3World::RayCastSingleCloth(b3RayCastSingleClothOutput* output, const b3Vec3& p1, const b3Vec3& p2) const
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{
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output->cloth = NULL;
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output->triangle = ~0;
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@@ -512,7 +512,7 @@ bool b3World::RayCastSingleCloth(b3ClothRayCastSingleOutput* output, const b3Vec
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for (b3Cloth* c = m_clothList.m_head; c; c = c->m_next)
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{
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b3ClothRayCastSingleOutput subOutput;
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b3RayCastSingleClothOutput subOutput;
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if (c->RayCastSingle(&subOutput, p1, p2))
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{
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if (subOutput.fraction < output->fraction)
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