BulletSim: Rename some of the interface structures (BulletWorld, ...)

to get ready for...
Start creation of BulletAPITemplate. This defines the abstract interface
functions. Following commits will move over to the new interface.
This will enable switching between the managed and unmanaged version of
Bullet.
This commit is contained in:
Robert Adams
2012-12-24 20:18:06 -08:00
parent 4759a8acee
commit bbc5a5089f
9 changed files with 412 additions and 13 deletions

View File

@@ -74,7 +74,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
public IMesher mesher;
public uint WorldID { get; private set; }
public BulletSim World { get; private set; }
public BulletWorld World { get; private set; }
// All the constraints that have been allocated in this instance.
public BSConstraintCollection Constraints { get; private set; }
@@ -242,7 +242,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
// m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader);
World = new BulletSim(0, this, BulletSimAPI.Initialize2(worldExtent, m_paramsHandle.AddrOfPinnedObject(),
World = new BulletWorld(0, this, BulletSimAPI.Initialize2(worldExtent, m_paramsHandle.AddrOfPinnedObject(),
m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(),
m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject(),
m_DebugLogCallbackHandle));