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)
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@@ -16,7 +16,7 @@ subject to the following restrictions:
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#ifndef CONTACT_CONSTRAINT_H
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#define CONTACT_CONSTRAINT_H
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//todo: make into a proper class working with the iterative constraint solver
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///@todo: make into a proper class working with the iterative constraint solver
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class btRigidBody;
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#include "LinearMath/btVector3.h"
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@@ -156,7 +156,7 @@ btScalar btRotationalLimitMotor::solveAngularLimits(
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// clip correction impulse
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btScalar clippedMotorImpulse;
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//todo: should clip against accumulated impulse
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///@todo: should clip against accumulated impulse
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if (unclippedMotorImpulse>0.0f)
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{
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clippedMotorImpulse = unclippedMotorImpulse > maxMotorForce? maxMotorForce: unclippedMotorImpulse;
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@@ -323,7 +323,6 @@ void btHingeConstraint::solveConstraint(btScalar timeStep)
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btScalar denom = getRigidBodyA().computeAngularImpulseDenominator(normal) +
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getRigidBodyB().computeAngularImpulseDenominator(normal);
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// scale for mass and relaxation
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//todo: expose this 0.9 factor to developer
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velrelOrthog *= (btScalar(1.)/denom) * m_relaxationFactor;
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}
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@@ -840,7 +840,7 @@ btScalar btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup(btCol
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int numConstraintPool = m_tmpSolverConstraintPool.size();
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int numFrictionPool = m_tmpSolverFrictionConstraintPool.size();
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///todo: use stack allocator for such temporarily memory, same for solver bodies/constraints
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///@todo: use stack allocator for such temporarily memory, same for solver bodies/constraints
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m_orderTmpConstraintPool.resize(numConstraintPool);
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m_orderFrictionConstraintPool.resize(numFrictionPool);
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{
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@@ -23,10 +23,10 @@ class btIDebugDraw;
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#include "btSolverConstraint.h"
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/// btSequentialImpulseConstraintSolver uses a Propagation Method and Sequentially applies impulses
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/// The approach is the 3D version of Erin Catto's GDC 2006 tutorial. See http://www.gphysics.com
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/// Although Sequential Impulse is more intuitive, it is mathematically equivalent to Projected Successive Overrelaxation (iterative LCP)
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/// Applies impulses for combined restitution and penetration recovery and to simulate friction
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///The btSequentialImpulseConstraintSolver uses a Propagation Method and Sequentially applies impulses
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///The approach is the 3D version of Erin Catto's GDC 2006 tutorial. See http://www.gphysics.com
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///Although Sequential Impulse is more intuitive, it is mathematically equivalent to Projected Successive Overrelaxation (iterative LCP)
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///Applies impulses for combined restitution and penetration recovery and to simulate friction
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class btSequentialImpulseConstraintSolver : public btConstraintSolver
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{
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@@ -24,7 +24,7 @@ class btRigidBody;
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#include "LinearMath/btTransformUtil.h"
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///btSolverBody is an internal datastructure for the constraint solver. Only necessary data is packed to increase cache coherence/performance.
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///The btSolverBody is an internal datastructure for the constraint solver. Only necessary data is packed to increase cache coherence/performance.
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ATTRIBUTE_ALIGNED16 (struct) btSolverBody
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{
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BT_DECLARE_ALIGNED_ALLOCATOR();
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