consistency

This commit is contained in:
Irlan 2018-06-29 22:52:21 -03:00
parent db54750a87
commit 2af8cff389
9 changed files with 23 additions and 31 deletions

View File

@ -51,7 +51,7 @@ public:
return 1.0f;
}
b3ShapeRayCastSingleOutput hit;
b3RayCastSingleShapeOutput hit;
};
class Test : public b3ContactListener

View File

@ -178,7 +178,7 @@ public:
void CastRay(const b3Vec3 p1, const b3Vec3 p2) const
{
b3ShapeRayCastSingleOutput out;
b3RayCastSingleShapeOutput out;
if (m_world.RayCastSingleShape(&out, p1, p2))
{
g_draw->DrawSegment(p1, out.point, b3Color_green);

View File

@ -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;

View File

@ -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;

View File

@ -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;

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@ -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;

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@ -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.

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@ -352,7 +352,7 @@ void b3Cloth::RayCast(b3RayCastListener* listener, const b3RayCastInput* input)
{
for (u32 i = 0; i < m_mesh->triangleCount; ++i)
{
b3ClothRayCastSingleOutput subOutput;
b3RayCastSingleClothOutput subOutput;
if (RayCast(&subOutput, input, i))
{
float32 newFraction = listener->ReportCloth(subOutput.cloth, subOutput.point, subOutput.normal, subOutput.fraction, subOutput.triangle);
@ -366,7 +366,7 @@ void b3Cloth::RayCast(b3RayCastListener* listener, const b3RayCastInput* input)
}
}
bool b3Cloth::RayCastSingle(b3ClothRayCastSingleOutput* output, const b3Vec3& p1, const b3Vec3& p2) const
bool b3Cloth::RayCastSingle(b3RayCastSingleClothOutput* output, const b3Vec3& p1, const b3Vec3& p2) const
{
b3RayCastInput input;
input.p1 = p1;
@ -378,7 +378,7 @@ bool b3Cloth::RayCastSingle(b3ClothRayCastSingleOutput* output, const b3Vec3& p1
for (u32 i = 0; i < m_mesh->triangleCount; ++i)
{
b3ClothRayCastSingleOutput subOutput;
b3RayCastSingleClothOutput subOutput;
if (RayCast(&subOutput, &input, i))
{
if (subOutput.fraction < output->fraction)
@ -396,7 +396,7 @@ bool b3Cloth::RayCastSingle(b3ClothRayCastSingleOutput* output, const b3Vec3& p1
return false;
}
bool b3Cloth::RayCast(b3ClothRayCastSingleOutput* output, const b3RayCastInput* input, u32 triangleIndex) const
bool b3Cloth::RayCast(b3RayCastSingleClothOutput* output, const b3RayCastInput* input, u32 triangleIndex) const
{
B3_ASSERT(triangleIndex < m_mesh->triangleCount);
b3ClothMeshTriangle* triangle = m_mesh->triangles + triangleIndex;

View File

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