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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@@ -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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