namechange updateObjectEasy()-->updateBodyEasy()

This commit is contained in:
Andrew Meadows 2015-04-27 13:04:59 -07:00
parent 72deb2e49b
commit 31e5758422
5 changed files with 10 additions and 9 deletions

View file

@ -138,7 +138,7 @@ void EntityMotionState::setWorldTransform(const btTransform& worldTrans) {
#endif
}
void EntityMotionState::updateObjectEasy(uint32_t flags, uint32_t step) {
void EntityMotionState::updateBodyEasy(uint32_t flags, uint32_t step) {
if (flags & (EntityItem::DIRTY_POSITION | EntityItem::DIRTY_VELOCITY | EntityItem::DIRTY_PHYSICS_NO_WAKE)) {
if (flags & EntityItem::DIRTY_POSITION) {
_sentPosition = getObjectPosition() - ObjectMotionState::getWorldOffset();

View file

@ -49,7 +49,7 @@ public:
virtual void setWorldTransform(const btTransform& worldTrans);
// these relay incoming values to the RigidBody
virtual void updateObjectEasy(uint32_t flags, uint32_t step);
virtual void updateBodyEasy(uint32_t flags, uint32_t step);
virtual void updateBodyMaterialProperties();
virtual void updateBodyVelocities();

View file

@ -69,7 +69,8 @@ public:
void resetMeasuredBodyAcceleration();
// An EASY update does not require the object to be removed and then reinserted into the PhysicsEngine
virtual void updateObjectEasy(uint32_t flags, uint32_t frame) = 0;
virtual void updateBodyEasy(uint32_t flags, uint32_t frame) = 0;
virtual void updateBodyMaterialProperties() = 0;
virtual void updateBodyVelocities() = 0;

View file

@ -173,9 +173,9 @@ void PhysicsEngine::relayIncomingChangesToSimulation() {
if (flags & HARD_DIRTY_PHYSICS_FLAGS) {
// a HARD update requires the body be pulled out of physics engine, changed, then reinserted
// but it also handles all EASY changes
bool success = updateObjectHard(body, motionState, flags);
bool success = updateBodyHard(body, motionState, flags);
if (!success) {
// NOTE: since updateObjectHard() failed we know that motionState has been removed
// NOTE: since updateBodyHard() failed we know that motionState has been removed
// from simulation and body has been deleted. Depending on what else has changed
// we might need to remove motionState altogether...
if (flags & EntityItem::DIRTY_VELOCITY) {
@ -195,7 +195,7 @@ void PhysicsEngine::relayIncomingChangesToSimulation() {
} else if (flags) {
// an EASY update does NOT require that the body be pulled out of physics engine
// hence the MotionState has all the knowledge and authority to perform the update.
motionState->updateObjectEasy(flags, _numSubsteps);
motionState->updateBodyEasy(flags, _numSubsteps);
}
if (flags & (EntityItem::DIRTY_POSITION | EntityItem::DIRTY_VELOCITY)) {
motionState->resetMeasuredBodyAcceleration();
@ -608,7 +608,7 @@ void PhysicsEngine::removeObjectFromBullet(ObjectMotionState* motionState) {
}
// private
bool PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags) {
bool PhysicsEngine::updateBodyHard(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags) {
MotionType newType = motionState->computeObjectMotionType();
// pull body out of physics engine
@ -653,7 +653,7 @@ bool PhysicsEngine::updateObjectHard(btRigidBody* body, ObjectMotionState* motio
}
bool easyUpdate = flags & EASY_DIRTY_PHYSICS_FLAGS;
if (easyUpdate) {
motionState->updateObjectEasy(flags, _numSubsteps);
motionState->updateBodyEasy(flags, _numSubsteps);
}
// update the motion parameters

View file

@ -100,7 +100,7 @@ private:
void doOwnershipInfection(const btCollisionObject* objectA, const btCollisionObject* objectB);
// return 'true' of update was successful
bool updateObjectHard(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags);
bool updateBodyHard(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags);
void updateObjectEasy(btRigidBody* body, ObjectMotionState* motionState, uint32_t flags);
btClock _clock;