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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@@ -38,7 +38,7 @@ subject to the following restrictions:
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#include "BulletCollision/NarrowPhaseCollision/btVoronoiSimplexSolver.h"
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#include "BulletCollision/NarrowPhaseCollision/btSubSimplexConvexCast.h"
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#include "BulletCollision/NarrowPhaseCollision/btGjkEpaPenetrationDepthSolver.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/CollisionShapes/btMinkowskiSumShape.h"
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#include "BulletCollision/NarrowPhaseCollision/btDiscreteCollisionDetectorInterface.h"
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#include "BulletCollision/NarrowPhaseCollision/btSimplexSolverInterface.h"
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@@ -221,7 +221,7 @@ void btDiscreteDynamicsWorld::debugDrawWorld()
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void btDiscreteDynamicsWorld::clearForces()
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{
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//todo: iterate over awake simulation islands!
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///@todo: iterate over awake simulation islands!
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for ( int i=0;i<m_collisionObjects.size();i++)
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{
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btCollisionObject* colObj = m_collisionObjects[i];
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@@ -237,7 +237,7 @@ void btDiscreteDynamicsWorld::clearForces()
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///apply gravity, call this once per timestep
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void btDiscreteDynamicsWorld::applyGravity()
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{
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//todo: iterate over awake simulation islands!
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///@todo: iterate over awake simulation islands!
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for ( int i=0;i<m_collisionObjects.size();i++)
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{
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btCollisionObject* colObj = m_collisionObjects[i];
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@@ -266,7 +266,7 @@ void btDiscreteDynamicsWorld::synchronizeMotionStates()
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{
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//we need to call the update at least once, even for sleeping objects
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//otherwise the 'graphics' transform never updates properly
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//so todo: add 'dirty' flag
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///@todo: add 'dirty' flag
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//if (body->getActivationState() != ISLAND_SLEEPING)
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{
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btTransform interpolatedTransform;
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@@ -1106,7 +1106,7 @@ void btDiscreteDynamicsWorld::debugDrawObject(const btTransform& worldTransform,
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{
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btConcaveShape* concaveMesh = (btConcaveShape*) shape;
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//todo pass camera, for some culling
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///@todo pass camera, for some culling? no -> we are not a graphics lib
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btVector3 aabbMax(btScalar(1e30),btScalar(1e30),btScalar(1e30));
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btVector3 aabbMin(btScalar(-1e30),btScalar(-1e30),btScalar(-1e30));
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@@ -30,7 +30,7 @@ extern btScalar gDeactivationTime;
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extern bool gDisableDeactivation;
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///btRigidBody is the main class for rigid body objects. It is derived from btCollisionObject, so it keeps a pointer to a btCollisionShape.
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///The btRigidBody is the main class for rigid body objects. It is derived from btCollisionObject, so it keeps a pointer to a btCollisionShape.
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///It is recommended for performance and memory use to share btCollisionShape objects whenever possible.
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///There are 3 types of rigid bodies:
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///- A) Dynamic rigid bodies, with positive mass. Motion is controlled by rigid body dynamics.
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@@ -74,7 +74,7 @@ class btRigidBody : public btCollisionObject
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public:
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///btRigidBodyConstructionInfo provides information to create a rigid body. Setting mass to zero creates a fixed (non-dynamic) rigid body.
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///The btRigidBodyConstructionInfo structure provides information to create a rigid body. Setting mass to zero creates a fixed (non-dynamic) rigid body.
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///For dynamic objects, you can use the collision shape to approximate the local inertia tensor, otherwise use the zero vector (default argument)
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///You can use the motion state to synchronize the world transform between physics and graphics objects.
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///And if the motion state is provided, the rigid body will initialize its initial world transform from the motion state,
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@@ -97,7 +97,7 @@ int btSimpleDynamicsWorld::stepSimulation( btScalar timeStep,int maxSubSteps, b
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void btSimpleDynamicsWorld::clearForces()
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{
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//todo: iterate over awake simulation islands!
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///@todo: iterate over awake simulation islands!
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for ( int i=0;i<m_collisionObjects.size();i++)
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{
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btCollisionObject* colObj = m_collisionObjects[i];
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@@ -210,7 +210,7 @@ void btSimpleDynamicsWorld::predictUnconstraintMotion(btScalar timeStep)
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void btSimpleDynamicsWorld::synchronizeMotionStates()
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{
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//todo: iterate over awake simulation islands!
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///@todo: iterate over awake simulation islands!
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for ( int i=0;i<m_collisionObjects.size();i++)
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{
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btCollisionObject* colObj = m_collisionObjects[i];
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@@ -22,7 +22,7 @@ class btDispatcher;
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class btOverlappingPairCache;
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class btConstraintSolver;
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///btSimpleDynamicsWorld serves as unit-test and to verify more complicated and optimized dynamics worlds.
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///The btSimpleDynamicsWorld serves as unit-test and to verify more complicated and optimized dynamics worlds.
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///Please use btDiscreteDynamicsWorld instead (or btContinuousDynamicsWorld once it is finished).
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class btSimpleDynamicsWorld : public btDynamicsWorld
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{
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