clarified the comments for set/getting of an OpenGL submatrix

Thanks to Mihail Isakov, see Issue 452

Fix sleeping/deactivation issue with kinematic objects, see Issue 442
This commit is contained in:
erwin.coumans
2010-11-11 22:18:02 +00:00
parent 635bbb5324
commit bc3b920995
2 changed files with 6 additions and 6 deletions

View File

@@ -392,15 +392,15 @@ void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,
int islandId = getUnionFind().getElement(startIslandIndex).m_id;
bool islandSleeping = false;
bool islandSleeping = true;
for (endIslandIndex = startIslandIndex;(endIslandIndex<numElem) && (getUnionFind().getElement(endIslandIndex).m_id == islandId);endIslandIndex++)
{
int i = getUnionFind().getElement(endIslandIndex).m_sz;
btCollisionObject* colObj0 = collisionObjects[i];
m_islandBodies.push_back(colObj0);
if (!colObj0->isActive())
islandSleeping = true;
if (colObj0->isActive())
islandSleeping = false;
}

View File

@@ -110,8 +110,8 @@ public:
* Equivilant to this = this * m */
btMatrix3x3& operator*=(const btMatrix3x3& m);
/** @brief Set from a carray of btScalars
* @param m A pointer to the beginning of an array of 9 btScalars */
/** @brief Set from the rotational part of a 4x4 OpenGL matrix
* @param m A pointer to the beginning of the array of scalars*/
void setFromOpenGLSubMatrix(const btScalar *m)
{
m_el[0].setValue(m[0],m[4],m[8]);
@@ -208,7 +208,7 @@ public:
return identityMatrix;
}
/**@brief Fill the values of the matrix into a 9 element array
/**@brief Fill the rotational part of an OpenGL matrix and clear the shear/perspective
* @param m The array to be filled */
void getOpenGLSubMatrix(btScalar *m) const
{