consistency
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db54750a87
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@ -51,7 +51,7 @@ public:
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return 1.0f;
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}
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b3ShapeRayCastSingleOutput hit;
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b3RayCastSingleShapeOutput hit;
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};
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class Test : public b3ContactListener
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@ -178,7 +178,7 @@ public:
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void CastRay(const b3Vec3 p1, const b3Vec3 p2) const
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{
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b3ShapeRayCastSingleOutput out;
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b3RayCastSingleShapeOutput out;
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if (m_world.RayCastSingleShape(&out, p1, p2))
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{
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g_draw->DrawSegment(p1, out.point, b3Color_green);
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@ -48,7 +48,7 @@ public:
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{
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B3_ASSERT(m_mouseJoint == nullptr);
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b3ShapeRayCastSingleOutput out;
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b3RayCastSingleShapeOutput out;
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if (m_world->RayCastSingleShape(&out, m_ray->A(), m_ray->B()) == false)
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{
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return false;
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@ -52,7 +52,7 @@ public:
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{
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B3_ASSERT(IsDragging() == false);
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b3ClothRayCastSingleOutput rayOut;
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b3RayCastSingleClothOutput rayOut;
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if (m_world->RayCastSingleCloth(&rayOut, m_ray->A(), m_ray->B()) == false)
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{
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return false;
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@ -37,7 +37,7 @@ struct b3ClothMesh;
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class b3RayCastListener;
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struct b3RayCastInput;
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struct b3ClothRayCastSingleOutput;
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struct b3RayCastSingleClothOutput;
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// Cloth definition
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// This requires defining a cloth mesh which is typically bound to a render mesh
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@ -90,13 +90,13 @@ public:
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void DestroyForce(b3Force* force);
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// Perform a ray cast with a given cloth mesh triangle.
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bool RayCast(b3ClothRayCastSingleOutput* output, const b3RayCastInput* input, u32 triangleIndex) const;
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bool RayCast(b3RayCastSingleClothOutput* output, const b3RayCastInput* input, u32 triangleIndex) const;
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// Perform a ray cast with the cloth.
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void RayCast(b3RayCastListener* listener, const b3RayCastInput* input) const;
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// Perform a ray cast with the cloth.
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bool RayCastSingle(b3ClothRayCastSingleOutput* output, const b3Vec3& p1, const b3Vec3& p2) const;
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bool RayCastSingle(b3RayCastSingleClothOutput* output, const b3Vec3& p1, const b3Vec3& p2) const;
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// Return the cloth mesh proxy.
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b3ClothMesh* GetMesh() const;
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@ -58,32 +58,24 @@ struct b3ParticleDef
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void* userData;
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};
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//
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class b3FrictionForce : public b3Force
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{
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public:
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b3FrictionForce() { }
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~b3FrictionForce() { }
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void Apply(const b3ClothSolverData* data);
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b3Particle* m_p;
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float32 m_kd;
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};
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// A contact between a particle and a solid
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class b3BodyContact
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{
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public:
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b3BodyContact()
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{
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}
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~b3BodyContact()
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{
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}
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b3BodyContact() { }
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~b3BodyContact() { }
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b3Particle* p1;
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b3Shape* s2;
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@ -36,7 +36,7 @@ class b3RayCastListener;
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class b3ContactListener;
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class b3ContactFilter;
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struct b3ShapeRayCastSingleOutput
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struct b3RayCastSingleShapeOutput
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{
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b3Shape* shape; // shape
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b3Vec3 point; // intersection point on surface
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@ -44,7 +44,7 @@ struct b3ShapeRayCastSingleOutput
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float32 fraction; // time of intersection on segment
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};
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struct b3ClothRayCastSingleOutput
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struct b3RayCastSingleClothOutput
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{
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b3Cloth* cloth; // cloth
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u32 triangle; // triangle
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@ -115,7 +115,7 @@ public:
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// The ray cast output is the intercepted shape, the intersection
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// point in world space, the face normal on the shape associated with the point,
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// and the intersection fraction.
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bool RayCastSingleShape(b3ShapeRayCastSingleOutput* output, const b3Vec3& p1, const b3Vec3& p2) const;
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bool RayCastSingleShape(b3RayCastSingleShapeOutput* output, const b3Vec3& p1, const b3Vec3& p2) const;
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// Perform a ray cast with the world.
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// The given ray cast listener will be notified when a ray intersects a shape
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@ -130,7 +130,7 @@ public:
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// The ray cast output is the intercepted cloth, the intersection
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// point in world space, the face normal on the cloth associated with the point,
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// and the intersection fraction.
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bool RayCastSingleCloth(b3ClothRayCastSingleOutput* output, const b3Vec3& p1, const b3Vec3& p2) const;
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bool RayCastSingleCloth(b3RayCastSingleClothOutput* output, const b3Vec3& p1, const b3Vec3& p2) const;
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// Perform a AABB query with the world.
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// The query listener will be notified when two shape AABBs are overlapping.
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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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