BulletSim: rename 'uint' to 'UInt32' to make clear the type that is passed to unmanaged code.
parent
f6380a3ad3
commit
e4c6a19940
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@ -87,7 +87,7 @@ public enum FixedShapeKey : ulong
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[StructLayout(LayoutKind.Sequential)]
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public struct ShapeData
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{
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public uint ID;
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public UInt32 ID;
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public BSPhysicsShapeType Type;
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public Vector3 Position;
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public Quaternion Rotation;
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@ -111,7 +111,7 @@ public struct ShapeData
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[StructLayout(LayoutKind.Sequential)]
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public struct SweepHit
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{
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public uint ID;
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public UInt32 ID;
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public float Fraction;
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public Vector3 Normal;
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public Vector3 Point;
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@ -119,15 +119,15 @@ public struct SweepHit
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[StructLayout(LayoutKind.Sequential)]
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public struct RaycastHit
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{
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public uint ID;
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public UInt32 ID;
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public float Fraction;
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public Vector3 Normal;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct CollisionDesc
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{
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public uint aID;
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public uint bID;
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public UInt32 aID;
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public UInt32 bID;
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public Vector3 point;
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public Vector3 normal;
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public float penetration;
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@ -135,7 +135,7 @@ public struct CollisionDesc
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[StructLayout(LayoutKind.Sequential)]
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public struct EntityProperties
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{
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public uint ID;
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public UInt32 ID;
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public Vector3 Position;
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public Quaternion Rotation;
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public Vector3 Velocity;
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@ -325,7 +325,7 @@ public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParamet
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public abstract int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep,
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out int updatedEntityCount, out int collidersCount);
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public abstract bool UpdateParameter(BulletWorld world, uint localID, String parm, float value);
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public abstract bool UpdateParameter(BulletWorld world, UInt32 localID, String parm, float value);
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public abstract void Shutdown(BulletWorld sim);
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@ -366,24 +366,24 @@ public abstract void UpdateChildTransform(BulletShape pShape, int childIndex, Ve
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public abstract void RecalculateCompoundShapeLocalAabb(BulletShape cShape);
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public abstract BulletShape DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, uint id);
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public abstract BulletShape DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, UInt32 id);
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public abstract bool DeleteCollisionShape(BulletWorld world, BulletShape shape);
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public abstract CollisionObjectTypes GetBodyType(BulletBody obj);
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public abstract BulletBody CreateBodyFromShape(BulletWorld sim, BulletShape shape, uint id, Vector3 pos, Quaternion rot);
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public abstract BulletBody CreateBodyFromShape(BulletWorld sim, BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot);
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public abstract BulletBody CreateBodyWithDefaultMotionState(BulletShape shape, uint id, Vector3 pos, Quaternion rot);
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public abstract BulletBody CreateBodyWithDefaultMotionState(BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot);
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public abstract BulletBody CreateGhostFromShape(BulletWorld sim, BulletShape shape, uint id, Vector3 pos, Quaternion rot);
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public abstract BulletBody CreateGhostFromShape(BulletWorld sim, BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot);
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public abstract void DestroyObject(BulletWorld sim, BulletBody obj);
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// =====================================================================================
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public abstract BulletShape CreateGroundPlaneShape(uint id, float height, float collisionMargin);
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public abstract BulletShape CreateGroundPlaneShape(UInt32 id, float height, float collisionMargin);
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public abstract BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap,
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public abstract BulletShape CreateTerrainShape(UInt32 id, Vector3 size, float minHeight, float maxHeight, float[] heightMap,
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float scaleFactor, float collisionMargin);
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// =====================================================================================
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@ -629,7 +629,7 @@ public abstract BulletConstraint GetConstraintRef(BulletBody obj, int index);
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public abstract int GetNumConstraintRefs(BulletBody obj);
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public abstract bool SetCollisionGroupMask(BulletBody body, uint filter, uint mask);
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public abstract bool SetCollisionGroupMask(BulletBody body, UInt32 filter, UInt32 mask);
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// =====================================================================================
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// btCollisionShape entries
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