some doxygen updates, added some comments to classes, fix broken links, rename some prefix some internal GIMPACT collision structures using (for example use GIM_AABB instead of BT_AAABB),
removed obsolete btGjkEpa (it was replaced by btGjkEpa2 ages ago)
This commit is contained in:
@@ -115,7 +115,7 @@ bool SphereTriangleDetector::collide(const btVector3& sphereCenter,btVector3 &po
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normal *= btScalar(-1.);
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}
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///todo: move this gContactBreakingThreshold into a proper structure
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///@todo: move this gContactBreakingThreshold into a proper structure
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extern btScalar gContactBreakingThreshold;
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btScalar contactMargin = gContactBreakingThreshold;
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@@ -22,7 +22,7 @@ class btPoolAllocator;
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///btCollisionConfiguration allows to configure Bullet collision detection
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///stack allocator size, default collision algorithms and persistent manifold pool size
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///todo: describe the meaning
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///@todo: describe the meaning
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class btCollisionConfiguration
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{
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@@ -380,7 +380,7 @@ void btCollisionWorld::rayTestSingle(const btTransform& rayFromTrans,const btTra
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}
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} else {
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BT_PROFILE("rayTestCompound");
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//todo: use AABB tree or other BVH acceleration structure!
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///@todo: use AABB tree or other BVH acceleration structure, see btDbvt
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if (collisionShape->isCompound())
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{
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const btCompoundShape* compoundShape = static_cast<const btCompoundShape*>(collisionShape);
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@@ -577,7 +577,7 @@ void btCollisionWorld::objectQuerySingle(const btConvexShape* castShape,const bt
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triangleMesh->processAllTriangles(&tccb,rayAabbMinLocal,rayAabbMaxLocal);
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}
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} else {
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//todo: use AABB tree or other BVH acceleration structure!
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///@todo : use AABB tree or other BVH acceleration structure!
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if (collisionShape->isCompound())
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{
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const btCompoundShape* compoundShape = static_cast<const btCompoundShape*>(collisionShape);
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@@ -1,6 +1,6 @@
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/*
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Bullet Continuous Collision Detection and Physics Library
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Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
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Copyright (c) 2003-2006 Erwin Coumans http://bulletphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from the use of this software.
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@@ -22,21 +22,21 @@ subject to the following restrictions:
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*
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* Bullet is a Collision Detection and Rigid Body Dynamics Library. The Library is Open Source and free for commercial use, under the ZLib license ( http://opensource.org/licenses/zlib-license.php ).
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*
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* There is the Physics Forum for Feedback and bteral Collision Detection and Physics discussions.
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* Please visit http://www.continuousphysics.com/Bullet/phpBB2/index.php
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* There is the Physics Forum for feedback and general Collision Detection and Physics discussions.
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* Please visit http://www.bulletphysics.com
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*
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* @section install_sec Installation
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*
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* @subsection step1 Step 1: Download
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* You can download the Bullet Physics Library from our website: http://www.continuousphysics.com/Bullet/
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* You can download the Bullet Physics Library from the Google Code repository: http://code.google.com/p/bullet/downloads/list
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* @subsection step2 Step 2: Building
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* Bullet comes with autogenerated Project Files for Microsoft Visual Studio 6, 7, 7.1 and 8.
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* The main Workspace/Solution is located in Bullet/msvc/8/wksbullet.sln (replace 8 with your version).
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*
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* Under other platforms, like Linux or Mac OS-X, Bullet can be build using either using make, cmake, http://www.cmake.org, or jam, http://www.perforce.com/jam/jam.html . cmake can autogenerate Xcode, KDevelop, MSVC and other build systems. just run cmake . in the root of Bullet.
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* Under other platforms, like Linux or Mac OS-X, Bullet can be build using either using make, cmake, http://www.cmake.org , or jam, http://www.perforce.com/jam/jam.html . cmake can autogenerate Xcode, KDevelop, MSVC and other build systems. just run cmake . in the root of Bullet.
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* So if you are not using MSVC or cmake, you can run ./autogen.sh ./configure to create both Makefile and Jamfile and then run make or jam.
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* Jam is a build system that can build the library, demos and also autogenerate the MSVC Project Files.
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* If you don't have jam installed, you can make jam from the included jam-2.5 sources, or download jam from ftp://ftp.perforce.com/pub/jam/
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* If you don't have jam installed, you can make jam from the included jam-2.5 sources, or download jam from ftp://ftp.perforce.com/jam
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*
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* @subsection step3 Step 3: Testing demos
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* Try to run and experiment with BasicDemo executable as a starting point.
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@@ -38,7 +38,7 @@ subject to the following restrictions:
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#include "BulletCollision/NarrowPhaseCollision/btMinkowskiPenetrationDepthSolver.h"
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#include "BulletCollision/NarrowPhaseCollision/btGjkEpa.h"
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#include "BulletCollision/NarrowPhaseCollision/btGjkEpa2.h"
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#include "BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.h"
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@@ -122,21 +122,6 @@ void btConvexConvexAlgorithm ::processCollision (btCollisionObject* body0,btColl
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{
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#ifdef USE_BT_GJKEPA
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btConvexShape* shape0(static_cast<btConvexShape*>(body0->getCollisionShape()));
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btConvexShape* shape1(static_cast<btConvexShape*>(body1->getCollisionShape()));
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const btScalar radialmargin(0/*shape0->getMargin()+shape1->getMargin()*/);
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btGjkEpaSolver::sResults results;
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if(btGjkEpaSolver::Collide( shape0,body0->getWorldTransform(),
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shape1,body1->getWorldTransform(),
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radialmargin,results))
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{
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dispatchInfo.m_debugDraw->drawLine(results.witnesses[1],results.witnesses[1]+results.normal,btVector3(255,0,0));
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resultOut->addContactPoint(results.normal,results.witnesses[1],-results.depth);
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}
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#else
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btGjkPairDetector::ClosestPointInput input;
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@@ -154,7 +139,7 @@ void btConvexConvexAlgorithm ::processCollision (btCollisionObject* body0,btColl
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input.m_transformB = body1->getWorldTransform();
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gjkPairDetector.getClosestPoints(input,*resultOut,dispatchInfo.m_debugDraw);
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#endif
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btScalar sepDist = gjkPairDetector.getCachedSeparatingDistance()+dispatchInfo.m_convexConservativeDistanceThreshold;
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@@ -17,7 +17,6 @@ subject to the following restrictions:
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#include "BulletCollision/CollisionDispatch/btConvexConvexAlgorithm.h"
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#include "BulletCollision/CollisionDispatch/btEmptyCollisionAlgorithm.h"
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#include "BulletMultiThreaded/SpuContactManifoldCollisionAlgorithm.h"
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#include "BulletCollision/CollisionDispatch/btConvexConcaveCollisionAlgorithm.h"
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#include "BulletCollision/CollisionDispatch/btCompoundCollisionAlgorithm.h"
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#include "BulletCollision/CollisionDispatch/btConvexPlaneCollisionAlgorithm.h"
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@@ -101,12 +100,10 @@ btDefaultCollisionConfiguration::btDefaultCollisionConfiguration(const btDefault
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int maxSize = sizeof(btConvexConvexAlgorithm);
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int maxSize2 = sizeof(btConvexConcaveCollisionAlgorithm);
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int maxSize3 = sizeof(btCompoundCollisionAlgorithm);
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int maxSize4 = sizeof(SpuContactManifoldCollisionAlgorithm);
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int sl = sizeof(btConvexSeparatingDistanceUtil);
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sl = sizeof(btGjkPairDetector);
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int collisionAlgorithmMaxElementSize = btMax(maxSize,maxSize2);
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collisionAlgorithmMaxElementSize = btMax(collisionAlgorithmMaxElementSize,maxSize3);
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collisionAlgorithmMaxElementSize = btMax(collisionAlgorithmMaxElementSize,maxSize4);
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if (constructionInfo.m_stackAlloc)
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{
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@@ -44,7 +44,7 @@ struct btDefaultCollisionConstructionInfo
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///btCollisionConfiguration allows to configure Bullet collision detection
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///stack allocator, pool memory allocators
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///todo: describe the meaning
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///@todo: describe the meaning
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class btDefaultCollisionConfiguration : public btCollisionConfiguration
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{
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@@ -118,7 +118,7 @@ public:
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///btGhostPairCache keeps track of overlapping objects that have AABB overlap with the ghost
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///The btGhostPairCallback interfaces and forwards adding and removal of overlapping pairs from the btBroadphaseInterface to btGhostObject.
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class btGhostPairCallback : public btOverlappingPairCallback
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{
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@@ -93,7 +93,7 @@ void btManifoldResult::addContactPoint(const btVector3& normalOnBInWorld,const b
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newPt.m_index0 = m_index0;
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newPt.m_index1 = m_index1;
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///todo, check this for any side effects
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///@todo, check this for any side effects
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if (insertIndex >= 0)
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{
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//const btManifoldPoint& oldPoint = m_manifoldPtr->getContactPoint(insertIndex);
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@@ -262,7 +262,7 @@ void btSimulationIslandManager::buildIslands(btDispatcher* dispatcher,btCollisio
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btCollisionObject* colObj0 = static_cast<btCollisionObject*>(manifold->getBody0());
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btCollisionObject* colObj1 = static_cast<btCollisionObject*>(manifold->getBody1());
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//todo: check sleeping conditions!
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///@todo: check sleeping conditions!
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if (((colObj0) && colObj0->getActivationState() != ISLAND_SLEEPING) ||
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((colObj1) && colObj1->getActivationState() != ISLAND_SLEEPING))
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{
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@@ -287,9 +287,7 @@ void btSimulationIslandManager::buildIslands(btDispatcher* dispatcher,btCollisio
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//
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// todo: this is random access, it can be walked 'cache friendly'!
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//
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///@todo: this is random access, it can be walked 'cache friendly'!
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void btSimulationIslandManager::buildAndProcessIslands(btDispatcher* dispatcher,btCollisionObjectArray& collisionObjects, IslandCallback* callback)
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{
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@@ -59,7 +59,7 @@ void btSphereTriangleCollisionAlgorithm::processCollision (btCollisionObject* co
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SphereTriangleDetector detector(sphere,triangle);
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btDiscreteCollisionDetectorInterface::ClosestPointInput input;
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input.m_maximumDistanceSquared = btScalar(1e30);//todo: tighter bounds
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input.m_maximumDistanceSquared = btScalar(1e30);///@todo: tighter bounds
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input.m_transformA = sphereObj->getWorldTransform();
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input.m_transformB = triObj->getWorldTransform();
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