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Renamed public member variables of PhysicsRigidBody::CollisionPair.

Chris Culy пре 14 година
родитељ
комит
1cfb8e22ed

+ 7 - 7
gameplay/src/PhysicsController.cpp

@@ -175,7 +175,7 @@ btScalar PhysicsController::addSingleResult(btManifoldPoint& cp, const btCollisi
         collisionInfo._status = 0;
 
         // Add the appropriate listeners.
-        PhysicsRigidBody::CollisionPair p1(pair._rbA, NULL);
+        PhysicsRigidBody::CollisionPair p1(pair.rigidBodyA, NULL);
         if (_collisionStatus.count(p1) > 0)
         {
             const CollisionInfo& ci = _collisionStatus[p1];
@@ -185,7 +185,7 @@ btScalar PhysicsController::addSingleResult(btManifoldPoint& cp, const btCollisi
                 collisionInfo._listeners.push_back(*iter);
             }
         }
-        PhysicsRigidBody::CollisionPair p2(pair._rbB, NULL);
+        PhysicsRigidBody::CollisionPair p2(pair.rigidBodyB, NULL);
         if (_collisionStatus.count(p2) > 0)
         {
             const CollisionInfo& ci = _collisionStatus[p2];
@@ -336,10 +336,10 @@ void PhysicsController::update(long elapsedTime)
         // of collision pairs in the status cache that we did not explicitly register for.)
         if ((iter->second._status & REGISTERED) != 0 && (iter->second._status & REMOVE) == 0)
         {
-            if (iter->first._rbB)
-                _world->contactPairTest(iter->first._rbA->_body, iter->first._rbB->_body, *this);
+            if (iter->first.rigidBodyB)
+                _world->contactPairTest(iter->first.rigidBodyA->_body, iter->first.rigidBodyB->_body, *this);
             else
-                _world->contactTest(iter->first._rbA->_body, *this);
+                _world->contactTest(iter->first.rigidBodyA->_body, *this);
         }
     }
 
@@ -349,7 +349,7 @@ void PhysicsController::update(long elapsedTime)
     {
         if ((iter->second._status & DIRTY) != 0)
         {
-            if ((iter->second._status & COLLISION) != 0 && iter->first._rbB)
+            if ((iter->second._status & COLLISION) != 0 && iter->first.rigidBodyB)
             {
                 unsigned int size = iter->second._listeners.size();
                 for (unsigned int i = 0; i < size; i++)
@@ -427,7 +427,7 @@ void PhysicsController::removeRigidBody(PhysicsRigidBody* rigidBody)
     std::map<PhysicsRigidBody::CollisionPair, CollisionInfo>::iterator iter = _collisionStatus.begin();
     for (; iter != _collisionStatus.end(); iter++)
     {
-        if (iter->first._rbA == rigidBody || iter->first._rbB == rigidBody)
+        if (iter->first.rigidBodyA == rigidBody || iter->first.rigidBodyB == rigidBody)
             iter->second._status |= REMOVE;
     }
 }

+ 2 - 2
gameplay/src/PhysicsRigidBody.cpp

@@ -561,8 +561,8 @@ void PhysicsRigidBody::transformChanged(Transform* transform, long cookie)
     _inverseIsDirty = true;
 }
 
-PhysicsRigidBody::CollisionPair::CollisionPair(PhysicsRigidBody* rbA, PhysicsRigidBody* rbB)
-    : _rbA(rbA), _rbB(rbB)
+PhysicsRigidBody::CollisionPair::CollisionPair(PhysicsRigidBody* rigidBodyA, PhysicsRigidBody* rigidBodyB)
+    : rigidBodyA(rigidBodyA), rigidBodyB(rigidBodyB)
 {
     // Unused
 }

+ 5 - 5
gameplay/src/PhysicsRigidBody.h

@@ -49,21 +49,21 @@ public:
         /**
          * Constructor.
          */
-        CollisionPair(PhysicsRigidBody* rbA, PhysicsRigidBody* rbB);
+        CollisionPair(PhysicsRigidBody* rigidBodyA, PhysicsRigidBody* rigidBodyB);
 
         /**
          * Less than operator (needed for use as a key in map).
          * 
-         * @param cp The collision pair to compare.
+         * @param collisionPair The collision pair to compare.
          * @return True if this pair is "less than" the given pair; false otherwise.
          */
-        bool operator<(const CollisionPair& cp) const;
+        bool operator<(const CollisionPair& collisionPair) const;
 
         /** The first rigid body in the collision. */
-        PhysicsRigidBody* _rbA;
+        PhysicsRigidBody* rigidBodyA;
 
         /** The second rigid body in the collision. */
-        PhysicsRigidBody* _rbB;
+        PhysicsRigidBody* rigidBodyB;
     };
 
     /**

+ 6 - 6
gameplay/src/PhysicsRigidBody.inl

@@ -123,18 +123,18 @@ inline void PhysicsRigidBody::setRestitution(float restitution)
     _body->setRestitution(restitution);
 }
 
-inline bool PhysicsRigidBody::CollisionPair::operator<(const CollisionPair& cp) const
+inline bool PhysicsRigidBody::CollisionPair::operator<(const CollisionPair& collisionPair) const
 {
     // If the pairs are equal, then return false.
-    if ((_rbA == cp._rbA && _rbB == cp._rbB) || (_rbA == cp._rbB && _rbB == cp._rbA))
+    if ((rigidBodyA == collisionPair.rigidBodyA && rigidBodyB == collisionPair.rigidBodyB) || (rigidBodyA == collisionPair.rigidBodyB && rigidBodyB == collisionPair.rigidBodyA))
         return false;
     else
     {
-        // We choose to compare based on _rbA arbitrarily.
-        if (_rbA < cp._rbA)
+        // We choose to compare based on rigidBodyA arbitrarily.
+        if (rigidBodyA < collisionPair.rigidBodyA)
             return true;
-        else if (_rbA == cp._rbA)
-            return _rbB < cp._rbB;
+        else if (rigidBodyA == collisionPair.rigidBodyA)
+            return rigidBodyB < collisionPair.rigidBodyB;
         else
             return false;
     }