Rigidbody: Code cleanup

Remove redundant extern keyword.
This commit is contained in:
Sergej Reich
2013-12-26 19:43:42 +01:00
parent 79d8f1e4a5
commit a706b9feda

View File

@@ -73,26 +73,26 @@ typedef struct rbConstraint rbConstraint;
/* Create a new dynamics world instance */ /* Create a new dynamics world instance */
// TODO: add args to set the type of constraint solvers, etc. // TODO: add args to set the type of constraint solvers, etc.
extern rbDynamicsWorld *RB_dworld_new(const float gravity[3]); rbDynamicsWorld *RB_dworld_new(const float gravity[3]);
/* Delete the given dynamics world, and free any extra data it may require */ /* Delete the given dynamics world, and free any extra data it may require */
extern void RB_dworld_delete(rbDynamicsWorld *world); void RB_dworld_delete(rbDynamicsWorld *world);
/* Settings ------------------------- */ /* Settings ------------------------- */
/* Gravity */ /* Gravity */
extern void RB_dworld_get_gravity(rbDynamicsWorld *world, float g_out[3]); void RB_dworld_get_gravity(rbDynamicsWorld *world, float g_out[3]);
extern void RB_dworld_set_gravity(rbDynamicsWorld *world, const float g_in[3]); void RB_dworld_set_gravity(rbDynamicsWorld *world, const float g_in[3]);
/* Constraint Solver */ /* Constraint Solver */
extern void RB_dworld_set_solver_iterations(rbDynamicsWorld *world, int num_solver_iterations); void RB_dworld_set_solver_iterations(rbDynamicsWorld *world, int num_solver_iterations);
/* Split Impulse */ /* Split Impulse */
extern void RB_dworld_set_split_impulse(rbDynamicsWorld *world, int split_impulse); void RB_dworld_set_split_impulse(rbDynamicsWorld *world, int split_impulse);
/* Simulation ----------------------- */ /* Simulation ----------------------- */
/* Step the simulation by the desired amount (in seconds) with extra controls on substep sizes and maximum substeps */ /* Step the simulation by the desired amount (in seconds) with extra controls on substep sizes and maximum substeps */
extern void RB_dworld_step_simulation(rbDynamicsWorld *world, float timeStep, int maxSubSteps, float timeSubStep); void RB_dworld_step_simulation(rbDynamicsWorld *world, float timeStep, int maxSubSteps, float timeSubStep);
/* Export -------------------------- */ /* Export -------------------------- */
@@ -105,10 +105,10 @@ void RB_dworld_export(rbDynamicsWorld *world, const char *filename);
/* Setup ---------------------------- */ /* Setup ---------------------------- */
/* Add RigidBody to dynamics world */ /* Add RigidBody to dynamics world */
extern void RB_dworld_add_body(rbDynamicsWorld *world, rbRigidBody *body, int col_groups); void RB_dworld_add_body(rbDynamicsWorld *world, rbRigidBody *body, int col_groups);
/* Remove RigidBody from dynamics world */ /* Remove RigidBody from dynamics world */
extern void RB_dworld_remove_body(rbDynamicsWorld *world, rbRigidBody *body); void RB_dworld_remove_body(rbDynamicsWorld *world, rbRigidBody *body);
/* Collision detection */ /* Collision detection */
@@ -119,84 +119,84 @@ void RB_world_convex_sweep_test(rbDynamicsWorld *world, rbRigidBody *object,
/* ............ */ /* ............ */
/* Create new RigidBody instance */ /* Create new RigidBody instance */
extern rbRigidBody *RB_body_new(rbCollisionShape *shape, const float loc[3], const float rot[4]); rbRigidBody *RB_body_new(rbCollisionShape *shape, const float loc[3], const float rot[4]);
/* Delete the given RigidBody instance */ /* Delete the given RigidBody instance */
extern void RB_body_delete(rbRigidBody *body); void RB_body_delete(rbRigidBody *body);
/* Settings ------------------------- */ /* Settings ------------------------- */
/* 'Type' */ /* 'Type' */
extern void RB_body_set_type(rbRigidBody *body, int type, float mass); void RB_body_set_type(rbRigidBody *body, int type, float mass);
/* ............ */ /* ............ */
/* Collision Shape */ /* Collision Shape */
extern void RB_body_set_collision_shape(rbRigidBody *body, rbCollisionShape *shape); void RB_body_set_collision_shape(rbRigidBody *body, rbCollisionShape *shape);
/* ............ */ /* ............ */
/* Mass */ /* Mass */
extern float RB_body_get_mass(rbRigidBody *body); float RB_body_get_mass(rbRigidBody *body);
extern void RB_body_set_mass(rbRigidBody *body, float value); void RB_body_set_mass(rbRigidBody *body, float value);
/* Friction */ /* Friction */
extern float RB_body_get_friction(rbRigidBody *body); float RB_body_get_friction(rbRigidBody *body);
extern void RB_body_set_friction(rbRigidBody *body, float value); void RB_body_set_friction(rbRigidBody *body, float value);
/* Restitution */ /* Restitution */
extern float RB_body_get_restitution(rbRigidBody *body); float RB_body_get_restitution(rbRigidBody *body);
extern void RB_body_set_restitution(rbRigidBody *body, float value); void RB_body_set_restitution(rbRigidBody *body, float value);
/* Damping */ /* Damping */
extern float RB_body_get_linear_damping(rbRigidBody *body); float RB_body_get_linear_damping(rbRigidBody *body);
extern void RB_body_set_linear_damping(rbRigidBody *body, float value); void RB_body_set_linear_damping(rbRigidBody *body, float value);
extern float RB_body_get_angular_damping(rbRigidBody *body); float RB_body_get_angular_damping(rbRigidBody *body);
extern void RB_body_set_angular_damping(rbRigidBody *body, float value); void RB_body_set_angular_damping(rbRigidBody *body, float value);
extern void RB_body_set_damping(rbRigidBody *object, float linear, float angular); void RB_body_set_damping(rbRigidBody *object, float linear, float angular);
/* Sleeping Thresholds */ /* Sleeping Thresholds */
extern float RB_body_get_linear_sleep_thresh(rbRigidBody *body); float RB_body_get_linear_sleep_thresh(rbRigidBody *body);
extern void RB_body_set_linear_sleep_thresh(rbRigidBody *body, float value); void RB_body_set_linear_sleep_thresh(rbRigidBody *body, float value);
extern float RB_body_get_angular_sleep_thresh(rbRigidBody *body); float RB_body_get_angular_sleep_thresh(rbRigidBody *body);
extern void RB_body_set_angular_sleep_thresh(rbRigidBody *body, float value); void RB_body_set_angular_sleep_thresh(rbRigidBody *body, float value);
extern void RB_body_set_sleep_thresh(rbRigidBody *body, float linear, float angular); void RB_body_set_sleep_thresh(rbRigidBody *body, float linear, float angular);
/* Linear Velocity */ /* Linear Velocity */
extern void RB_body_get_linear_velocity(rbRigidBody *body, float v_out[3]); void RB_body_get_linear_velocity(rbRigidBody *body, float v_out[3]);
extern void RB_body_set_linear_velocity(rbRigidBody *body, const float v_in[3]); void RB_body_set_linear_velocity(rbRigidBody *body, const float v_in[3]);
/* Angular Velocity */ /* Angular Velocity */
extern void RB_body_get_angular_velocity(rbRigidBody *body, float v_out[3]); void RB_body_get_angular_velocity(rbRigidBody *body, float v_out[3]);
extern void RB_body_set_angular_velocity(rbRigidBody *body, const float v_in[3]); void RB_body_set_angular_velocity(rbRigidBody *body, const float v_in[3]);
/* Linear/Angular Factor, used to lock translation/roation axes */ /* Linear/Angular Factor, used to lock translation/roation axes */
extern void RB_body_set_linear_factor(rbRigidBody *object, float x, float y, float z); void RB_body_set_linear_factor(rbRigidBody *object, float x, float y, float z);
extern void RB_body_set_angular_factor(rbRigidBody *object, float x, float y, float z); void RB_body_set_angular_factor(rbRigidBody *object, float x, float y, float z);
/* Kinematic State */ /* Kinematic State */
extern void RB_body_set_kinematic_state(rbRigidBody *body, int kinematic); void RB_body_set_kinematic_state(rbRigidBody *body, int kinematic);
/* RigidBody Interface - Rigid Body Activation States */ /* RigidBody Interface - Rigid Body Activation States */
extern int RB_body_get_activation_state(rbRigidBody *body); int RB_body_get_activation_state(rbRigidBody *body);
extern void RB_body_set_activation_state(rbRigidBody *body, int use_deactivation); void RB_body_set_activation_state(rbRigidBody *body, int use_deactivation);
extern void RB_body_activate(rbRigidBody *body); void RB_body_activate(rbRigidBody *body);
extern void RB_body_deactivate(rbRigidBody *body); void RB_body_deactivate(rbRigidBody *body);
/* Simulation ----------------------- */ /* Simulation ----------------------- */
/* Get current transform matrix of RigidBody to use in Blender (OpenGL format) */ /* Get current transform matrix of RigidBody to use in Blender (OpenGL format) */
extern void RB_body_get_transform_matrix(rbRigidBody *body, float m_out[4][4]); void RB_body_get_transform_matrix(rbRigidBody *body, float m_out[4][4]);
/* Set RigidBody's location and rotation */ /* Set RigidBody's location and rotation */
extern void RB_body_set_loc_rot(rbRigidBody *body, const float loc[3], const float rot[4]); void RB_body_set_loc_rot(rbRigidBody *body, const float loc[3], const float rot[4]);
/* Set RigidBody's local scaling */ /* Set RigidBody's local scaling */
extern void RB_body_set_scale(rbRigidBody *body, const float scale[3]); void RB_body_set_scale(rbRigidBody *body, const float scale[3]);
/* ............ */ /* ............ */
@@ -207,47 +207,47 @@ void RB_body_get_orientation(rbRigidBody *body, float v_out[4]);
/* ............ */ /* ............ */
extern void RB_body_apply_central_force(rbRigidBody *body, const float v_in[3]); void RB_body_apply_central_force(rbRigidBody *body, const float v_in[3]);
/* ********************************** */ /* ********************************** */
/* Collision Shape Methods */ /* Collision Shape Methods */
/* Setup (Standard Shapes) ----------- */ /* Setup (Standard Shapes) ----------- */
extern rbCollisionShape *RB_shape_new_box(float x, float y, float z); rbCollisionShape *RB_shape_new_box(float x, float y, float z);
extern rbCollisionShape *RB_shape_new_sphere(float radius); rbCollisionShape *RB_shape_new_sphere(float radius);
extern rbCollisionShape *RB_shape_new_capsule(float radius, float height); rbCollisionShape *RB_shape_new_capsule(float radius, float height);
extern rbCollisionShape *RB_shape_new_cone(float radius, float height); rbCollisionShape *RB_shape_new_cone(float radius, float height);
extern rbCollisionShape *RB_shape_new_cylinder(float radius, float height); rbCollisionShape *RB_shape_new_cylinder(float radius, float height);
/* Setup (Convex Hull) ------------ */ /* Setup (Convex Hull) ------------ */
extern rbCollisionShape *RB_shape_new_convex_hull(float *verts, int stride, int count, float margin, bool *can_embed); rbCollisionShape *RB_shape_new_convex_hull(float *verts, int stride, int count, float margin, bool *can_embed);
/* Setup (Triangle Mesh) ---------- */ /* Setup (Triangle Mesh) ---------- */
/* 1 */ /* 1 */
extern rbMeshData *RB_trimesh_data_new(int num_tris, int num_verts); rbMeshData *RB_trimesh_data_new(int num_tris, int num_verts);
extern void RB_trimesh_add_vertices(rbMeshData *mesh, float *vertices, int num_verts, int vert_stride); void RB_trimesh_add_vertices(rbMeshData *mesh, float *vertices, int num_verts, int vert_stride);
extern void RB_trimesh_add_triangle_indices(rbMeshData *mesh, int num, int index0, int index1, int index2); void RB_trimesh_add_triangle_indices(rbMeshData *mesh, int num, int index0, int index1, int index2);
extern void RB_trimesh_finish(rbMeshData *mesh); void RB_trimesh_finish(rbMeshData *mesh);
/* 2a - Triangle Meshes */ /* 2a - Triangle Meshes */
extern rbCollisionShape *RB_shape_new_trimesh(rbMeshData *mesh); rbCollisionShape *RB_shape_new_trimesh(rbMeshData *mesh);
/* 2b - GImpact Meshes */ /* 2b - GImpact Meshes */
extern rbCollisionShape *RB_shape_new_gimpact_mesh(rbMeshData *mesh); rbCollisionShape *RB_shape_new_gimpact_mesh(rbMeshData *mesh);
/* Cleanup --------------------------- */ /* Cleanup --------------------------- */
extern void RB_shape_delete(rbCollisionShape *shape); void RB_shape_delete(rbCollisionShape *shape);
/* Settings --------------------------- */ /* Settings --------------------------- */
/* Collision Margin */ /* Collision Margin */
extern float RB_shape_get_margin(rbCollisionShape *shape); float RB_shape_get_margin(rbCollisionShape *shape);
extern void RB_shape_set_margin(rbCollisionShape *shape, float value); void RB_shape_set_margin(rbCollisionShape *shape, float value);
extern void RB_shape_trimesh_update(rbCollisionShape *shape, float *vertices, int num_verts, int vert_stride, float min[3], float max[3]); void RB_shape_trimesh_update(rbCollisionShape *shape, float *vertices, int num_verts, int vert_stride, float min[3], float max[3]);
/* ********************************** */ /* ********************************** */
/* Constraints */ /* Constraints */
@@ -255,30 +255,30 @@ extern void RB_shape_trimesh_update(rbCollisionShape *shape, float *vertices, in
/* Setup ----------------------------- */ /* Setup ----------------------------- */
/* Add Rigid Body Constraint to simulation world */ /* Add Rigid Body Constraint to simulation world */
extern void RB_dworld_add_constraint(rbDynamicsWorld *world, rbConstraint *con, int disable_collisions); void RB_dworld_add_constraint(rbDynamicsWorld *world, rbConstraint *con, int disable_collisions);
/* Remove Rigid Body Constraint from simulation world */ /* Remove Rigid Body Constraint from simulation world */
extern void RB_dworld_remove_constraint(rbDynamicsWorld *world, rbConstraint *con); void RB_dworld_remove_constraint(rbDynamicsWorld *world, rbConstraint *con);
extern rbConstraint *RB_constraint_new_point(float pivot[3], rbRigidBody *rb1, rbRigidBody *rb2); rbConstraint *RB_constraint_new_point(float pivot[3], rbRigidBody *rb1, rbRigidBody *rb2);
extern rbConstraint *RB_constraint_new_fixed(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2); rbConstraint *RB_constraint_new_fixed(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2);
extern rbConstraint *RB_constraint_new_hinge(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2); rbConstraint *RB_constraint_new_hinge(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2);
extern rbConstraint *RB_constraint_new_slider(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2); rbConstraint *RB_constraint_new_slider(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2);
extern rbConstraint *RB_constraint_new_piston(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2); rbConstraint *RB_constraint_new_piston(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2);
extern rbConstraint *RB_constraint_new_6dof(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2); rbConstraint *RB_constraint_new_6dof(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2);
extern rbConstraint *RB_constraint_new_6dof_spring(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2); rbConstraint *RB_constraint_new_6dof_spring(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2);
extern rbConstraint *RB_constraint_new_motor(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2); rbConstraint *RB_constraint_new_motor(float pivot[3], float orn[4], rbRigidBody *rb1, rbRigidBody *rb2);
/* ............ */ /* ............ */
/* Cleanup --------------------------- */ /* Cleanup --------------------------- */
extern void RB_constraint_delete(rbConstraint *con); void RB_constraint_delete(rbConstraint *con);
/* Settings --------------------------- */ /* Settings --------------------------- */
/* Enable or disable constraint */ /* Enable or disable constraint */
extern void RB_constraint_set_enabled(rbConstraint *con, int enabled); void RB_constraint_set_enabled(rbConstraint *con, int enabled);
/* Limits */ /* Limits */
#define RB_LIMIT_LIN_X 0 #define RB_LIMIT_LIN_X 0
@@ -292,28 +292,28 @@ extern void RB_constraint_set_enabled(rbConstraint *con, int enabled);
* - lower limit > upper limit -> axis is free * - lower limit > upper limit -> axis is free
* - lower limit < upper limit -> axis is limited in given range * - lower limit < upper limit -> axis is limited in given range
*/ */
extern void RB_constraint_set_limits_hinge(rbConstraint *con, float lower, float upper); void RB_constraint_set_limits_hinge(rbConstraint *con, float lower, float upper);
extern void RB_constraint_set_limits_slider(rbConstraint *con, float lower, float upper); void RB_constraint_set_limits_slider(rbConstraint *con, float lower, float upper);
extern void RB_constraint_set_limits_piston(rbConstraint *con, float lin_lower, float lin_upper, float ang_lower, float ang_upper); void RB_constraint_set_limits_piston(rbConstraint *con, float lin_lower, float lin_upper, float ang_lower, float ang_upper);
extern void RB_constraint_set_limits_6dof(rbConstraint *con, int axis, float lower, float upper); void RB_constraint_set_limits_6dof(rbConstraint *con, int axis, float lower, float upper);
/* 6dof spring specific */ /* 6dof spring specific */
extern void RB_constraint_set_stiffness_6dof_spring(rbConstraint *con, int axis, float stiffness); void RB_constraint_set_stiffness_6dof_spring(rbConstraint *con, int axis, float stiffness);
extern void RB_constraint_set_damping_6dof_spring(rbConstraint *con, int axis, float damping); void RB_constraint_set_damping_6dof_spring(rbConstraint *con, int axis, float damping);
extern void RB_constraint_set_spring_6dof_spring(rbConstraint *con, int axis, int enable); void RB_constraint_set_spring_6dof_spring(rbConstraint *con, int axis, int enable);
extern void RB_constraint_set_equilibrium_6dof_spring(rbConstraint *con); void RB_constraint_set_equilibrium_6dof_spring(rbConstraint *con);
/* motors */ /* motors */
extern void RB_constraint_set_enable_motor(rbConstraint *con, int enable_lin, int enable_ang); void RB_constraint_set_enable_motor(rbConstraint *con, int enable_lin, int enable_ang);
extern void RB_constraint_set_max_impulse_motor(rbConstraint *con, float max_impulse_lin, float max_impulse_ang); void RB_constraint_set_max_impulse_motor(rbConstraint *con, float max_impulse_lin, float max_impulse_ang);
extern void RB_constraint_set_target_velocity_motor(rbConstraint *con, float velocity_lin, float velocity_ang); void RB_constraint_set_target_velocity_motor(rbConstraint *con, float velocity_lin, float velocity_ang);
/* Set number of constraint solver iterations made per step, this overrided world setting /* Set number of constraint solver iterations made per step, this overrided world setting
* To use default set it to -1 */ * To use default set it to -1 */
extern void RB_constraint_set_solver_iterations(rbConstraint *con, int num_solver_iterations); void RB_constraint_set_solver_iterations(rbConstraint *con, int num_solver_iterations);
/* Set breaking impulse threshold, if constraint shouldn't break it can be set to FLT_MAX */ /* Set breaking impulse threshold, if constraint shouldn't break it can be set to FLT_MAX */
extern void RB_constraint_set_breaking_threshold(rbConstraint *con, float threshold); void RB_constraint_set_breaking_threshold(rbConstraint *con, float threshold);
/* ********************************** */ /* ********************************** */