From bf3dcd088b4339d7b6bf753f074e499ea86c1584 Mon Sep 17 00:00:00 2001 From: Dander7BD Date: Mon, 25 Nov 2013 12:21:44 +0100 Subject: [PATCH] Moar dll fixes for Physics --- Code/GamePhysics/GamePhysics.vcxproj | 8 +++---- .../Implementation/PhysicsAPI_Impl.cpp | 12 +++++----- Code/GamePhysics/PhysicsAPI.h | 24 +++++++++---------- 3 files changed, 22 insertions(+), 22 deletions(-) diff --git a/Code/GamePhysics/GamePhysics.vcxproj b/Code/GamePhysics/GamePhysics.vcxproj index 43da0eb2..03af535d 100644 --- a/Code/GamePhysics/GamePhysics.vcxproj +++ b/Code/GamePhysics/GamePhysics.vcxproj @@ -90,7 +90,7 @@ Level3 Disabled $(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories) - _WINDLL;DLL_EXPORT;%(PreprocessorDefinitions) + _WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions) true @@ -101,7 +101,7 @@ Level3 Disabled $(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories) - _WINDLL;DLL_EXPORT;%(PreprocessorDefinitions) + _WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions) true @@ -114,7 +114,7 @@ true true $(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories) - _WINDLL;DLL_EXPORT;%(PreprocessorDefinitions) + _WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions) true @@ -129,7 +129,7 @@ true true $(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories) - _WINDLL;DLL_EXPORT;%(PreprocessorDefinitions) + _WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions) true diff --git a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp index 9072aa81..52339f37 100644 --- a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp +++ b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp @@ -9,32 +9,32 @@ using namespace ::Utility::DynamicMemory; API_Impl instance; -::Oyster::Math::Float4x4 & __stdcall MomentOfInertia::CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius) +::Oyster::Math::Float4x4 & MomentOfInertia::CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius) { return ::Oyster::Physics3D::Formula::MomentOfInertia::Sphere(mass, radius); } -::Oyster::Math::Float4x4 & __stdcall MomentOfInertia::CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius) +::Oyster::Math::Float4x4 & MomentOfInertia::CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius) { return ::Oyster::Physics3D::Formula::MomentOfInertia::HollowSphere(mass, radius); } -::Oyster::Math::Float4x4 & __stdcall MomentOfInertia::CreateCuboidMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth ) +::Oyster::Math::Float4x4 & MomentOfInertia::CreateCuboidMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth ) { return ::Oyster::Physics3D::Formula::MomentOfInertia::Cuboid(mass, height, width, depth); } -::Oyster::Math::Float4x4 & __stdcall MomentOfInertia::CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius ) +::Oyster::Math::Float4x4 & MomentOfInertia::CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius ) { return ::Oyster::Physics3D::Formula::MomentOfInertia::Cylinder(mass, height, radius); } -::Oyster::Math::Float4x4 & __stdcall MomentOfInertia::CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length ) +::Oyster::Math::Float4x4 & MomentOfInertia::CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length ) { return ::Oyster::Physics3D::Formula::MomentOfInertia::RodCenter(mass, length); } -API & __stdcall API::Instance() +API & API::Instance() { return instance; } diff --git a/Code/GamePhysics/PhysicsAPI.h b/Code/GamePhysics/PhysicsAPI.h index e722ff0d..7b2a57ac 100644 --- a/Code/GamePhysics/PhysicsAPI.h +++ b/Code/GamePhysics/PhysicsAPI.h @@ -4,10 +4,10 @@ #include "OysterCollision3D.h" #include "OysterMath.h" -#if defined DLL_EXPORT - #define DLL_USAGE __declspec(dllexport) +#if defined PHYSICS_DLL_EXPORT + #define PHYSICS_DLL_USAGE __declspec(dllexport) #else - #define DLL_USAGE __declspec(dllimport) + #define PHYSICS_DLL_USAGE __declspec(dllimport) #endif namespace Oyster @@ -28,28 +28,28 @@ namespace Oyster const float gravity_constant = (const float)6.67284e-11; //!< The _big_G_! ( N(m/kg)^2 ) Used in real gravityforcefields. } - class DLL_USAGE MomentOfInertia + class PHYSICS_DLL_USAGE MomentOfInertia { public: - static ::Oyster::Math::Float4x4 & __stdcall CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius); + static ::Oyster::Math::Float4x4 & CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius); - static ::Oyster::Math::Float4x4 & __stdcall CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius); + static ::Oyster::Math::Float4x4 & CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius); - static ::Oyster::Math::Float4x4 & __stdcall CreateCuboidMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth ); + static ::Oyster::Math::Float4x4 & CreateCuboidMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth ); - static ::Oyster::Math::Float4x4 & __stdcall CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius ); + static ::Oyster::Math::Float4x4 & CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius ); - static ::Oyster::Math::Float4x4 & __stdcall CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length ); + static ::Oyster::Math::Float4x4 & CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length ); }; - class DLL_USAGE API + class PHYSICS_DLL_USAGE API { public: typedef void (*EventAction_Collision)( unsigned int, unsigned int ); typedef void (*EventAction_Destruction)( unsigned int, ::Utility::DynamicMemory::UniquePointer ); /** Gets the Physics instance. */ - static API & __stdcall Instance(); + static API & Instance(); /******************************************************** * Sets the time length of each physics update frame. @@ -207,7 +207,7 @@ namespace Oyster }; //! documentation in progress - class DLL_USAGE ICustomBody + class PHYSICS_DLL_USAGE ICustomBody { public: virtual ~ICustomBody() {};