added some comments, to clarify unit-test/brute force implementations.

This commit is contained in:
ejcoumans
2007-11-02 01:14:29 +00:00
parent 974ad5ac1b
commit e755d1ed4e
10 changed files with 84 additions and 85 deletions

View File

@@ -49,6 +49,8 @@ struct btSimpleBroadphaseProxy : public btBroadphaseProxy
};
///SimpleBroadphase is a brute force aabb culling broadphase based on O(n^2) aabb checks
///btSimpleBroadphase is just a unit-test implementation to verify and test other broadphases.
///So please don't use this class, but use bt32BitAxisSweep3 or btAxisSweep3 instead!
class btSimpleBroadphase : public btBroadphaseInterface
{

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@@ -597,7 +597,6 @@ void btOptimizedBvh::reportAabbOverlappingNodex(btNodeOverlapCallback* nodeCallb
{
//either choose recursive traversal (walkTree) or stackless (walkStacklessTree)
if (m_useQuantization)
{
///quantize query AABB

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@@ -137,7 +137,7 @@ const btVector3& btTriangleMeshShape::getLocalScaling() const
//#define DEBUG_TRIANGLE_MESH
/*
void btTriangleMeshShape::processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const
{
struct FilteredCallback : public btInternalTriangleIndexCallback
@@ -171,8 +171,6 @@ void btTriangleMeshShape::processAllTriangles(btTriangleCallback* callback,const
}
*/

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@@ -27,10 +27,12 @@ protected:
btVector3 m_localAabbMin;
btVector3 m_localAabbMax;
btStridingMeshInterface* m_meshInterface;
///btTriangleMeshShape constructor has been disabled/protected, so that users will not mistakenly use this class.
///Don't use btTriangleMeshShape but use btBvhTriangleMeshShape instead!
btTriangleMeshShape(btStridingMeshInterface* meshInterface);
public:
btTriangleMeshShape(btStridingMeshInterface* meshInterface);
virtual ~btTriangleMeshShape();
@@ -51,12 +53,7 @@ public:
virtual void getAabb(const btTransform& t,btVector3& aabbMin,btVector3& aabbMax) const;
//this is a brute force processAllTriangles implementation to compare/unit test the btBvhTriangleMeshShape.
//it has been disabled, so that users will not mistakenly use this class.
//Don't use btTriangleMeshShape but use btBvhTriangleMeshShape instead!
/*
virtual void processAllTriangles(btTriangleCallback* callback,const btVector3& aabbMin,const btVector3& aabbMax) const;
*/
virtual void calculateLocalInertia(btScalar mass,btVector3& inertia) const;

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@@ -20,7 +20,7 @@ subject to the following restrictions:
///btContinuousDynamicsWorld adds optional (per object) continuous collision detection for fast moving objects to the btDiscreteDynamicsWorld.
///This copes with fast moving objects that otherwise would tunnel/miss collisions.
///Under construction, don't use yet!
///Under construction, don't use yet! Please use btDiscreteDynamicsWorld instead.
class btContinuousDynamicsWorld : public btDiscreteDynamicsWorld
{

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@@ -22,11 +22,8 @@ class btDispatcher;
class btOverlappingPairCache;
class btConstraintSolver;
///btSimpleDynamicsWorld demonstrates very basic usage of Bullet rigid body dynamics
///It can be used for basic simulations, and as a starting point for porting Bullet
///btSimpleDynamicsWorld lacks object deactivation, island management and other concepts.
///For more complicated simulations, btDiscreteDynamicsWorld and btContinuousDynamicsWorld are recommended
///those classes replace the obsolete CcdPhysicsEnvironment/CcdPhysicsController
///btSimpleDynamicsWorld serves as unit-test and to verify more complicated and optimized dynamics worlds.
///Please use btDiscreteDynamicsWorld instead (or btContinuousDynamicsWorld once it is finished).
class btSimpleDynamicsWorld : public btDynamicsWorld
{
protected: