From c22e4ef883eb3120de2bb29db8ccf152cdbd0595 Mon Sep 17 00:00:00 2001 From: Andrew Meadows Date: Thu, 25 May 2017 13:48:19 -0700 Subject: [PATCH] rename method to clarify where it is called --- libraries/physics/src/PhysicalEntitySimulation.cpp | 2 +- libraries/physics/src/PhysicsEngine.cpp | 2 +- libraries/physics/src/PhysicsEngine.h | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-) diff --git a/libraries/physics/src/PhysicalEntitySimulation.cpp b/libraries/physics/src/PhysicalEntitySimulation.cpp index 2e69ff987c..fe507ed1ee 100644 --- a/libraries/physics/src/PhysicalEntitySimulation.cpp +++ b/libraries/physics/src/PhysicalEntitySimulation.cpp @@ -130,7 +130,7 @@ void PhysicalEntitySimulation::clearEntitiesInternal() { } // then remove the objects (aka MotionStates) from physics - _physicsEngine->removeObjects(_physicalObjects); + _physicsEngine->removeSetOfObjects(_physicalObjects); // delete the MotionStates // TODO: after we invert the entities/physics lib dependencies we will let EntityItem delete diff --git a/libraries/physics/src/PhysicsEngine.cpp b/libraries/physics/src/PhysicsEngine.cpp index 3a02e95e7c..1d61e53fbb 100644 --- a/libraries/physics/src/PhysicsEngine.cpp +++ b/libraries/physics/src/PhysicsEngine.cpp @@ -207,7 +207,7 @@ void PhysicsEngine::removeObjects(const VectorOfMotionStates& objects) { } // Same as above, but takes a Set instead of a Vector. Should only be called during teardown. -void PhysicsEngine::removeObjects(const SetOfMotionStates& objects) { +void PhysicsEngine::removeSetOfObjects(const SetOfMotionStates& objects) { _contactMap.clear(); for (auto object : objects) { btRigidBody* body = object->getRigidBody(); diff --git a/libraries/physics/src/PhysicsEngine.h b/libraries/physics/src/PhysicsEngine.h index e9b29a43a4..c029d14a42 100644 --- a/libraries/physics/src/PhysicsEngine.h +++ b/libraries/physics/src/PhysicsEngine.h @@ -53,7 +53,7 @@ public: uint32_t getNumSubsteps(); void removeObjects(const VectorOfMotionStates& objects); - void removeObjects(const SetOfMotionStates& objects); // only called during teardown + void removeSetOfObjects(const SetOfMotionStates& objects); // only called during teardown void addObjects(const VectorOfMotionStates& objects); VectorOfMotionStates changeObjects(const VectorOfMotionStates& objects);