diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-05-01 13:42:36 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-05-01 13:48:34 +0300 |
commit | c985876b19b9616b21439c4e2669f128fe0564e6 (patch) | |
tree | 959ae0353d3499dffe3506850d29890428c3e05a /intern/rigidbody/rb_bullet_api.cpp | |
parent | 649e5fb9554488d657489fca53d28348987e1abd (diff) |
Cleanup: comments (long lines) in rigidbody
Diffstat (limited to 'intern/rigidbody/rb_bullet_api.cpp')
-rw-r--r-- | intern/rigidbody/rb_bullet_api.cpp | 46 |
1 files changed, 25 insertions, 21 deletions
diff --git a/intern/rigidbody/rb_bullet_api.cpp b/intern/rigidbody/rb_bullet_api.cpp index afeddc4d790..1b22080756d 100644 --- a/intern/rigidbody/rb_bullet_api.cpp +++ b/intern/rigidbody/rb_bullet_api.cpp @@ -23,26 +23,28 @@ */ /* -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. -*/ + * 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 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) { |