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Changeset 2876 for code/trunk/src/bullet


Ignore:
Timestamp:
Mar 31, 2009, 2:30:26 PM (16 years ago)
Author:
bknecht
Message:

corrected exclude path and added an exclude pattern which should improve the process speed in creating the documentation

File:
1 edited

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  • code/trunk/src/bullet/BulletCollision/CollisionDispatch/btCollisionWorld.h

    r2873 r2876  
    55This software is provided 'as-is', without any express or implied warranty.
    66In no event will the authors be held liable for any damages arising from the use of this software.
    7 Permission is granted to anyone to use this software for any purpose, 
    8 including commercial applications, and to alter it and redistribute it freely, 
     7Permission is granted to anyone to use this software for any purpose,
     8including commercial applications, and to alter it and redistribute it freely,
    99subject to the following restrictions:
    1010
     
    1414*/
    1515
    16 /*
     16
    1717/**
    1818 * @mainpage Bullet Documentation
     
    3333 * Bullet comes with autogenerated Project Files for Microsoft Visual Studio 6, 7, 7.1 and 8.
    3434 * The main Workspace/Solution is located in Bullet/msvc/8/wksbullet.sln (replace 8 with your version).
    35  * 
     35 *
    3636 * 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.
    3737 * 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.
    3838 * Jam is a build system that can build the library, demos and also autogenerate the MSVC Project Files.
    3939 * 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
    40  * 
     40 *
    4141 * @subsection step3 Step 3: Testing demos
    4242 * Try to run and experiment with BasicDemo executable as a starting point.
    4343 * Bullet can be used in several ways, as Full Rigid Body simulation, as Collision Detector Library or Low Level / Snippets like the GJK Closest Point calculation.
    4444 * The Dependencies can be seen in this documentation under Directories
    45  * 
     45 *
    4646 * @subsection step4 Step 4: Integrating in your application, full Rigid Body and Soft Body simulation
    4747 * Check out BasicDemo how to create a btDynamicsWorld, btRigidBody and btCollisionShape, Stepping the simulation and synchronizing your graphics object transform.
     
    5757 * Special thanks to all visitors of the Bullet Physics forum, and in particular above contributors, John McCutchan, Nathanael Presson, Dave Eberle, Dirk Gregorius, Erin Catto, Dave Eberle, Adam Moravanszky,
    5858 * Pierre Terdiman, Kenny Erleben, Russell Smith, Oliver Strunk, Jan Paul van Waveren, Marten Svanfeldt.
    59  * 
     59 *
    6060 */
    61  
    62  
     61
     62
    6363
    6464#ifndef COLLISION_WORLD_H
     
    8080{
    8181
    82        
     82
    8383protected:
    8484
    8585        btAlignedObjectArray<btCollisionObject*>        m_collisionObjects;
    86        
     86
    8787        btDispatcher*   m_dispatcher1;
    8888
     
    9595        btIDebugDraw*   m_debugDrawer;
    9696
    97        
     97
    9898public:
    9999
     
    136136        virtual void    updateAabbs();
    137137
    138        
     138
    139139        virtual void    setDebugDrawer(btIDebugDraw*    debugDrawer)
    140140        {
     
    154154                int     m_shapePart;
    155155                int     m_triangleIndex;
    156                
     156
    157157                //const btCollisionShape*       m_shapeTemp;
    158158                //const btTransform*    m_shapeLocalTransform;
     
    161161        struct  LocalRayResult
    162162        {
    163                 LocalRayResult(btCollisionObject*       collisionObject, 
     163                LocalRayResult(btCollisionObject*       collisionObject,
    164164                        LocalShapeInfo* localShapeInfo,
    165165                        const btVector3&                hitNormalLocal,
     
    227227                btVector3       m_hitNormalWorld;
    228228                btVector3       m_hitPointWorld;
    229                        
     229
    230230                virtual btScalar        addSingleResult(LocalRayResult& rayResult,bool normalInWorldSpace)
    231231                {
    232232                        //caller already does the filter on the m_closestHitFraction
    233233                        btAssert(rayResult.m_hitFraction <= m_closestHitFraction);
    234                        
     234
    235235                        m_closestHitFraction = rayResult.m_hitFraction;
    236236                        m_collisionObject = rayResult.m_collisionObject;
     
    251251        struct LocalConvexResult
    252252        {
    253                 LocalConvexResult(btCollisionObject*    hitCollisionObject, 
     253                LocalConvexResult(btCollisionObject*    hitCollisionObject,
    254254                        LocalShapeInfo* localShapeInfo,
    255255                        const btVector3&                hitNormalLocal,
     
    278278                short int       m_collisionFilterGroup;
    279279                short int       m_collisionFilterMask;
    280                
     280
    281281                ConvexResultCallback()
    282282                        :m_closestHitFraction(btScalar(1.)),
     
    289289                {
    290290                }
    291                
     291
    292292                bool    hasHit() const
    293293                {
     
    295295                }
    296296
    297                
     297
    298298
    299299                virtual bool needsCollision(btBroadphaseProxy* proxy0) const
     
    322322                btVector3       m_hitPointWorld;
    323323                btCollisionObject*      m_hitCollisionObject;
    324                
     324
    325325                virtual btScalar        addSingleResult(LocalConvexResult& convexResult,bool normalInWorldSpace)
    326326                {
    327327//caller already does the filter on the m_closestHitFraction
    328328                        btAssert(convexResult.m_hitFraction <= m_closestHitFraction);
    329                                                
     329
    330330                        m_closestHitFraction = convexResult.m_hitFraction;
    331331                        m_hitCollisionObject = convexResult.m_hitCollisionObject;
     
    350350        /// rayTest performs a raycast on all objects in the btCollisionWorld, and calls the resultCallback
    351351        /// This allows for several queries: first hit, all hits, any hit, dependent on the value returned by the callback.
    352         void    rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const; 
     352        void    rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const;
    353353
    354354        // convexTest performs a swept convex cast on all objects in the btCollisionWorld, and calls the resultCallback
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