Cleanup: comments (long lines) in rigidbody

This commit is contained in:
Campbell Barton 2019-05-01 20:42:36 +10:00
parent 649e5fb955
commit c985876b19
2 changed files with 27 additions and 22 deletions

View File

@ -83,7 +83,8 @@ void RB_dworld_set_split_impulse(rbDynamicsWorld *world, int split_impulse);
/* Simulation ----------------------- */
/* Step the simulation by the desired amount (in seconds) with extra controls on substep sizes and maximum substeps */
/* Step the simulation by the desired amount (in seconds) with extra controls on substep sizes and
* maximum substeps */
void RB_dworld_step_simulation(rbDynamicsWorld *world,
float timeStep,
int maxSubSteps,

View File

@ -23,26 +23,28 @@
*/
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
* Bullet Continuous Collision Detection and Physics Library
* Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
*
* This software is provided 'as-is', without any express or implied warranty. In no event will the
* authors be held liable for any damages arising from the use of this software. Permission is
* granted to anyone to use this software for any purpose, including commercial applications, and
* to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you wrote the
* original software. If you use this software in a product, an acknowledgment in the product
* documentation would be appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented as
* being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
/* This file defines the "RigidBody interface" for the
/* This file defines the "RigidBody interface" for the
* Bullet Physics Engine. This API is designed to be used
* from C-code in Blender as part of the Rigid Body simulation
* system.
*
* It is based on the Bullet C-API, but is heavily modified to
* It is based on the Bullet C-API, but is heavily modified to
* give access to more data types and to offer a nicer interface.
*
* -- Joshua Leung, June 2010
@ -221,7 +223,7 @@ void RB_dworld_step_simulation(rbDynamicsWorld *world,
*/
void RB_dworld_export(rbDynamicsWorld *world, const char *filename)
{
//create a large enough buffer. There is no method to pre-calculate the buffer size yet.
// create a large enough buffer. There is no method to pre-calculate the buffer size yet.
int maxSerializeBufferSize = 1024 * 1024 * 5;
btDefaultSerializer *serializer = new btDefaultSerializer(maxSerializeBufferSize);
@ -358,7 +360,8 @@ void RB_body_delete(rbRigidBody *object)
/* body itself */
/* manually remove constraint refs of the rigid body, normally this happens when removing constraints from the world
/* manually remove constraint refs of the rigid body, normally this happens when removing
* constraints from the world
* but since we delete everything when the world is rebult, we need to do it manually here */
for (int i = body->getNumConstraintRefs() - 1; i >= 0; i--) {
btTypedConstraint *con = body->getConstraintRef(i);
@ -388,8 +391,8 @@ float RB_body_get_mass(rbRigidBody *object)
{
btRigidBody *body = object->body;
/* there isn't really a mass setting, but rather 'inverse mass'
* which we convert back to mass by taking the reciprocal again
/* there isn't really a mass setting, but rather 'inverse mass'
* which we convert back to mass by taking the reciprocal again
*/
float value = (float)body->getInvMass();
@ -572,7 +575,7 @@ void RB_body_deactivate(rbRigidBody *object)
/* Simulation ----------------------- */
/* The transform matrices Blender uses are OpenGL-style matrices,
/* The transform matrices Blender uses are OpenGL-style matrices,
* while Bullet uses the Right-Handed coordinate system style instead.
*/
@ -711,7 +714,8 @@ rbCollisionShape *RB_shape_new_convex_hull(
/* Setup (Triangle Mesh) ---------- */
/* Need to call RB_trimesh_finish() after creating triangle mesh and adding vertices and triangles */
/* Need to call RB_trimesh_finish() after creating triangle mesh and adding vertices and triangles
*/
rbMeshData *RB_trimesh_data_new(int num_tris, int num_verts)
{