BulletSim: rename 'uint' to 'UInt32' to make clear the type that is passed to unmanaged code.

user_profiles
Robert Adams 2013-01-28 15:11:20 -08:00
parent f6380a3ad3
commit e4c6a19940
1 changed files with 14 additions and 14 deletions

View File

@ -87,7 +87,7 @@ public enum FixedShapeKey : ulong
[StructLayout(LayoutKind.Sequential)]
public struct ShapeData
{
public uint ID;
public UInt32 ID;
public BSPhysicsShapeType Type;
public Vector3 Position;
public Quaternion Rotation;
@ -111,7 +111,7 @@ public struct ShapeData
[StructLayout(LayoutKind.Sequential)]
public struct SweepHit
{
public uint ID;
public UInt32 ID;
public float Fraction;
public Vector3 Normal;
public Vector3 Point;
@ -119,15 +119,15 @@ public struct SweepHit
[StructLayout(LayoutKind.Sequential)]
public struct RaycastHit
{
public uint ID;
public UInt32 ID;
public float Fraction;
public Vector3 Normal;
}
[StructLayout(LayoutKind.Sequential)]
public struct CollisionDesc
{
public uint aID;
public uint bID;
public UInt32 aID;
public UInt32 bID;
public Vector3 point;
public Vector3 normal;
public float penetration;
@ -135,7 +135,7 @@ public struct CollisionDesc
[StructLayout(LayoutKind.Sequential)]
public struct EntityProperties
{
public uint ID;
public UInt32 ID;
public Vector3 Position;
public Quaternion Rotation;
public Vector3 Velocity;
@ -325,7 +325,7 @@ public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParamet
public abstract int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep,
out int updatedEntityCount, out int collidersCount);
public abstract bool UpdateParameter(BulletWorld world, uint localID, String parm, float value);
public abstract bool UpdateParameter(BulletWorld world, UInt32 localID, String parm, float value);
public abstract void Shutdown(BulletWorld sim);
@ -366,24 +366,24 @@ public abstract void UpdateChildTransform(BulletShape pShape, int childIndex, Ve
public abstract void RecalculateCompoundShapeLocalAabb(BulletShape cShape);
public abstract BulletShape DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, uint id);
public abstract BulletShape DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, UInt32 id);
public abstract bool DeleteCollisionShape(BulletWorld world, BulletShape shape);
public abstract CollisionObjectTypes GetBodyType(BulletBody obj);
public abstract BulletBody CreateBodyFromShape(BulletWorld sim, BulletShape shape, uint id, Vector3 pos, Quaternion rot);
public abstract BulletBody CreateBodyFromShape(BulletWorld sim, BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot);
public abstract BulletBody CreateBodyWithDefaultMotionState(BulletShape shape, uint id, Vector3 pos, Quaternion rot);
public abstract BulletBody CreateBodyWithDefaultMotionState(BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot);
public abstract BulletBody CreateGhostFromShape(BulletWorld sim, BulletShape shape, uint id, Vector3 pos, Quaternion rot);
public abstract BulletBody CreateGhostFromShape(BulletWorld sim, BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot);
public abstract void DestroyObject(BulletWorld sim, BulletBody obj);
// =====================================================================================
public abstract BulletShape CreateGroundPlaneShape(uint id, float height, float collisionMargin);
public abstract BulletShape CreateGroundPlaneShape(UInt32 id, float height, float collisionMargin);
public abstract BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap,
public abstract BulletShape CreateTerrainShape(UInt32 id, Vector3 size, float minHeight, float maxHeight, float[] heightMap,
float scaleFactor, float collisionMargin);
// =====================================================================================
@ -629,7 +629,7 @@ public abstract BulletConstraint GetConstraintRef(BulletBody obj, int index);
public abstract int GetNumConstraintRefs(BulletBody obj);
public abstract bool SetCollisionGroupMask(BulletBody body, uint filter, uint mask);
public abstract bool SetCollisionGroupMask(BulletBody body, UInt32 filter, UInt32 mask);
// =====================================================================================
// btCollisionShape entries