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)] [StructLayout(LayoutKind.Sequential)]
public struct ShapeData public struct ShapeData
{ {
public uint ID; public UInt32 ID;
public BSPhysicsShapeType Type; public BSPhysicsShapeType Type;
public Vector3 Position; public Vector3 Position;
public Quaternion Rotation; public Quaternion Rotation;
@ -111,7 +111,7 @@ public struct ShapeData
[StructLayout(LayoutKind.Sequential)] [StructLayout(LayoutKind.Sequential)]
public struct SweepHit public struct SweepHit
{ {
public uint ID; public UInt32 ID;
public float Fraction; public float Fraction;
public Vector3 Normal; public Vector3 Normal;
public Vector3 Point; public Vector3 Point;
@ -119,15 +119,15 @@ public struct SweepHit
[StructLayout(LayoutKind.Sequential)] [StructLayout(LayoutKind.Sequential)]
public struct RaycastHit public struct RaycastHit
{ {
public uint ID; public UInt32 ID;
public float Fraction; public float Fraction;
public Vector3 Normal; public Vector3 Normal;
} }
[StructLayout(LayoutKind.Sequential)] [StructLayout(LayoutKind.Sequential)]
public struct CollisionDesc public struct CollisionDesc
{ {
public uint aID; public UInt32 aID;
public uint bID; public UInt32 bID;
public Vector3 point; public Vector3 point;
public Vector3 normal; public Vector3 normal;
public float penetration; public float penetration;
@ -135,7 +135,7 @@ public struct CollisionDesc
[StructLayout(LayoutKind.Sequential)] [StructLayout(LayoutKind.Sequential)]
public struct EntityProperties public struct EntityProperties
{ {
public uint ID; public UInt32 ID;
public Vector3 Position; public Vector3 Position;
public Quaternion Rotation; public Quaternion Rotation;
public Vector3 Velocity; 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, public abstract int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep,
out int updatedEntityCount, out int collidersCount); 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); 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 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 bool DeleteCollisionShape(BulletWorld world, BulletShape shape);
public abstract CollisionObjectTypes GetBodyType(BulletBody obj); 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 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); float scaleFactor, float collisionMargin);
// ===================================================================================== // =====================================================================================
@ -629,7 +629,7 @@ public abstract BulletConstraint GetConstraintRef(BulletBody obj, int index);
public abstract int GetNumConstraintRefs(BulletBody obj); 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 // btCollisionShape entries