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https://github.com/panda3d/panda3d.git
synced 2025-10-01 17:35:34 -04:00
removed redundant void
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9fe1cd049d
commit
4cca0ea212
@ -27,7 +27,7 @@
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// Description : constructor
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////////////////////////////////////////////////////////////////////
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BaseIntegrator::
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BaseIntegrator(void) {
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BaseIntegrator() {
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}
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////////////////////////////////////////////////////////////////////
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@ -36,7 +36,7 @@ BaseIntegrator(void) {
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// Description : destructor
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////////////////////////////////////////////////////////////////////
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BaseIntegrator::
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~BaseIntegrator(void) {
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~BaseIntegrator() {
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}
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////////////////////////////////////////////////////////////////////
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@ -33,8 +33,8 @@ private:
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float dt);
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PUBLISHED:
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LinearEulerIntegrator(void);
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virtual ~LinearEulerIntegrator(void);
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LinearEulerIntegrator();
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virtual ~LinearEulerIntegrator();
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};
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#endif // EULERINTEGRATOR_H
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@ -27,7 +27,7 @@
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// Description : constructor
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////////////////////////////////////////////////////////////////////
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LinearIntegrator::
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LinearIntegrator(void) {
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LinearIntegrator() {
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}
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////////////////////////////////////////////////////////////////////
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@ -36,7 +36,7 @@ LinearIntegrator(void) {
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// Description : destructor
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////////////////////////////////////////////////////////////////////
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LinearIntegrator::
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~LinearIntegrator(void) {
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~LinearIntegrator() {
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}
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////////////////////////////////////////////////////////////////////
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@ -59,16 +59,15 @@ integrate(Physical *physical, pvector< PT(LinearForce) > &forces,
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for (; current_object_iter != physical->get_object_vector().end();
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current_object_iter++) {
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PhysicsObject *current_object = *current_object_iter;
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// bail out if this object doesn't exist or doesn't want to be
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// processed.
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if (current_object == (PhysicsObject *) NULL)
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if (current_object == (PhysicsObject *) NULL) {
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continue;
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}
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// set the object's last position to its current position before we move it
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current_object->set_last_position(current_object->get_position());
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}
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child_integrate(physical, forces, dt);
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}
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@ -47,47 +47,47 @@ private:
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bool _oriented;
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PUBLISHED:
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PhysicsObject(void);
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PhysicsObject();
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PhysicsObject(const PhysicsObject ©);
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virtual ~PhysicsObject(void);
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virtual ~PhysicsObject();
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const PhysicsObject &operator =(const PhysicsObject &other);
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static const float _default_terminal_velocity;
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INLINE void set_mass(float);
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INLINE float get_mass(void) const;
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INLINE float get_mass() const;
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INLINE void set_position(const LPoint3f &pos);
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INLINE void set_position(float x, float y, float z);
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INLINE LPoint3f get_position(void) const;
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INLINE LPoint3f get_position() const;
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INLINE void set_position_HandOfGod(const LPoint3f &pos);
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INLINE void set_last_position(const LPoint3f &pos);
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INLINE LPoint3f get_last_position(void) const;
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INLINE LPoint3f get_last_position() const;
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INLINE void set_velocity(const LVector3f &vel);
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INLINE void set_velocity(float x, float y, float z);
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INLINE LVector3f get_velocity(void) const;
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INLINE LVector3f get_velocity() const;
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INLINE void set_active(bool flag);
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INLINE bool get_active(void) const;
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INLINE bool get_active() const;
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INLINE void set_oriented(bool flag);
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INLINE bool get_oriented(void) const;
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INLINE bool get_oriented() const;
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INLINE void set_terminal_velocity(float tv);
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INLINE float get_terminal_velocity(void) const;
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INLINE float get_terminal_velocity() const;
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INLINE void set_orientation(const LOrientationf &orientation);
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INLINE LOrientationf get_orientation(void) const;
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INLINE LOrientationf get_orientation() const;
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INLINE void set_rotation(const LVector3f &rotation);
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INLINE LVector3f get_rotation(void) const;
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INLINE LVector3f get_rotation() const;
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virtual LMatrix4f get_inertial_tensor(void) const;
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virtual LMatrix4f get_lcs(void) const;
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virtual PhysicsObject *make_copy(void) const;
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virtual LMatrix4f get_lcs() const;
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virtual PhysicsObject *make_copy() const;
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public:
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static TypeHandle get_class_type() {
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