Added some documentation. Thanks to tanuva who provided the descriptions.

This commit is contained in:
enn0x 2011-08-26 22:21:48 +00:00
parent e1baabdf26
commit 948a3810e1
5 changed files with 63 additions and 25 deletions

View File

@ -22,7 +22,10 @@ TypeHandle BulletHingeConstraint::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: BulletHingeConstraint::Constructor
// Access: Published
// Description:
// Description: Creates a hinge constraint in the same way as the
// other constructor, but uses the world as second
// body so that node_a is fixed to some point in
// mid-air for example.
////////////////////////////////////////////////////////////////////
BulletHingeConstraint::
BulletHingeConstraint(const BulletRigidBodyNode *node_a,
@ -40,7 +43,13 @@ BulletHingeConstraint(const BulletRigidBodyNode *node_a,
////////////////////////////////////////////////////////////////////
// Function: BulletHingeConstraint::Constructor
// Access: Published
// Description:
// Description: Creates a hinge connecting node_a to node_b. The
// pivot point is the point at which the body is fixed
// to the constraint. In other words: It specifies
// where on each body the rotation axis should be. This
// axis is specified using axis_a and axis_b.
// Remember, everything is specified in the bodies own
// coordinate system!
////////////////////////////////////////////////////////////////////
BulletHingeConstraint::
BulletHingeConstraint(const BulletRigidBodyNode *node_a,
@ -98,7 +107,8 @@ get_angular_only() const {
////////////////////////////////////////////////////////////////////
// Function: BulletHingeConstraint::set_limit
// Access: Published
// Description:
// Description: Sets the lower and upper rotational limits in
// degrees.
////////////////////////////////////////////////////////////////////
void BulletHingeConstraint::
set_limit(float low, float high, float softness, float bias, float relaxation) {
@ -112,7 +122,8 @@ set_limit(float low, float high, float softness, float bias, float relaxation) {
////////////////////////////////////////////////////////////////////
// Function: BulletHingeConstraint::set_axis
// Access: Published
// Description:
// Description: Sets the hinge's rotation axis in world
// coordinates.
////////////////////////////////////////////////////////////////////
void BulletHingeConstraint::
set_axis(const LVector3f &axis) {
@ -126,7 +137,7 @@ set_axis(const LVector3f &axis) {
////////////////////////////////////////////////////////////////////
// Function: BulletHingeConstraint::get_lower_limit
// Access: Published
// Description:
// Description: Returns the lower angular limit in degrees.
////////////////////////////////////////////////////////////////////
float BulletHingeConstraint::
get_lower_limit() const {
@ -137,7 +148,7 @@ get_lower_limit() const {
////////////////////////////////////////////////////////////////////
// Function: BulletHingeConstraint::get_upper_limit
// Access: Published
// Description:
// Description: Returns the upper angular limit in degrees.
////////////////////////////////////////////////////////////////////
float BulletHingeConstraint::
get_upper_limit() const {
@ -148,7 +159,8 @@ get_upper_limit() const {
////////////////////////////////////////////////////////////////////
// Function: BulletHingeConstraint::get_hinge_angle
// Access: Published
// Description:
// Description: Returns the angle between node_a and node_b in
// degrees.
////////////////////////////////////////////////////////////////////
float BulletHingeConstraint::
get_hinge_angle() {
@ -159,7 +171,11 @@ get_hinge_angle() {
////////////////////////////////////////////////////////////////////
// Function: BulletHingeConstraint::enable_angular_motor
// Access: Published
// Description:
// Description: Applies an impulse to the constraint so that the
// angle changes at target_velocity (probably
// degrees/second) where max_impulse is the maximum
// impulse that is used for achieving the specified
// velocity.
////////////////////////////////////////////////////////////////////
void BulletHingeConstraint::
enable_angular_motor(bool enable, float target_velocity, float max_impulse) {
@ -181,7 +197,8 @@ enable_motor(bool enable) {
////////////////////////////////////////////////////////////////////
// Function: BulletHingeConstraint::set_max_motor_impulse
// Access: Published
// Description:
// Description: Sets the maximum impulse used to achieve the
// velocity set in enable_angular_motor.
////////////////////////////////////////////////////////////////////
void BulletHingeConstraint::
set_max_motor_impulse(float max_impulse) {

View File

@ -29,7 +29,9 @@ class BulletRigidBodyNode;
////////////////////////////////////////////////////////////////////
// Class : BulletHingeConstraint
// Description :
// Description : The hinge constraint lets two bodies rotate around
// a given axis while adhering to specified limits.
// It's motor can apply angular force to them.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDABULLET BulletHingeConstraint : public BulletConstraint {

View File

@ -38,7 +38,10 @@ get_vehicle() const {
////////////////////////////////////////////////////////////////////
// Function: BulletVehicle::get_tuning
// Access: Published
// Description:
// Description: Returns a reference to the BulletVehicleTuning
// object of this vehicle which offers various
// vehicle-global tuning options. Make sure to
// configure this before adding wheels!
////////////////////////////////////////////////////////////////////
BulletVehicleTuning &BulletVehicle::
get_tuning() {
@ -49,7 +52,7 @@ get_tuning() {
////////////////////////////////////////////////////////////////////
// Function: BulletVehicle::get_num_wheels
// Access: Published
// Description:
// Description: Returns the number of wheels this vehicle has.
////////////////////////////////////////////////////////////////////
INLINE int BulletVehicle::
get_num_wheels() const {

View File

@ -22,7 +22,8 @@ TypeHandle BulletVehicle::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: BulletVehicle::Constructor
// Access: Published
// Description:
// Description: Creates a new BulletVehicle instance in the given
// world and with a chassis node.
////////////////////////////////////////////////////////////////////
BulletVehicle::
BulletVehicle(BulletWorld *world, BulletRigidBodyNode *chassis) {
@ -38,7 +39,8 @@ BulletVehicle(BulletWorld *world, BulletRigidBodyNode *chassis) {
////////////////////////////////////////////////////////////////////
// Function: BulletVehicle::set_coordinate_system
// Access: Published
// Description:
// Description: Specifies which axis is "up". Nessecary for the
// vehicle's suspension to work properly!
////////////////////////////////////////////////////////////////////
void BulletVehicle::
set_coordinate_system(BulletUpAxis up) {
@ -62,7 +64,9 @@ set_coordinate_system(BulletUpAxis up) {
////////////////////////////////////////////////////////////////////
// Function: BulletVehicle::get_forward_vector
// Access: Published
// Description:
// Description: Returns the forward vector representing the car's
// actual direction of movement. The forward vetcor
// is given in global coordinates.
////////////////////////////////////////////////////////////////////
LVector3f BulletVehicle::
get_forward_vector() const {
@ -73,7 +77,8 @@ get_forward_vector() const {
////////////////////////////////////////////////////////////////////
// Function: BulletVehicle::get_chassis
// Access: Published
// Description:
// Description: Returns the chassis of this vehicle. The chassis
// is a rigid body node.
////////////////////////////////////////////////////////////////////
BulletRigidBodyNode *BulletVehicle::
get_chassis() {
@ -85,7 +90,8 @@ get_chassis() {
////////////////////////////////////////////////////////////////////
// Function: BulletVehicle::get_current_speed_km_hour
// Access: Published
// Description:
// Description: Returns the current speed in kilometers per hour.
// Convert to miles using: km/h * 0.62 = mph
////////////////////////////////////////////////////////////////////
float BulletVehicle::
get_current_speed_km_hour() const {
@ -96,7 +102,7 @@ get_current_speed_km_hour() const {
////////////////////////////////////////////////////////////////////
// Function: BulletVehicle::reset_suspension
// Access: Published
// Description:
// Description: Resets the vehicle's suspension.
////////////////////////////////////////////////////////////////////
void BulletVehicle::
reset_suspension() {
@ -107,7 +113,8 @@ reset_suspension() {
////////////////////////////////////////////////////////////////////
// Function: BulletVehicle::get_steering_value
// Access: Published
// Description:
// Description: Returns the steering angle of the wheel with index
// idx in degrees.
////////////////////////////////////////////////////////////////////
float BulletVehicle::
get_steering_value(int idx) const {
@ -119,7 +126,8 @@ get_steering_value(int idx) const {
////////////////////////////////////////////////////////////////////
// Function: BulletVehicle::set_steering_value
// Access: Published
// Description:
// Description: Sets the steering value (in degrees) of the wheel
// with index idx.
////////////////////////////////////////////////////////////////////
void BulletVehicle::
set_steering_value(float steering, int idx) {
@ -131,7 +139,8 @@ set_steering_value(float steering, int idx) {
////////////////////////////////////////////////////////////////////
// Function: BulletVehicle::apply_engine_force
// Access: Published
// Description:
// Description: Applies force at the wheel with index idx for
// acceleration.
////////////////////////////////////////////////////////////////////
void BulletVehicle::
apply_engine_force(float force, int idx) {
@ -143,7 +152,7 @@ apply_engine_force(float force, int idx) {
////////////////////////////////////////////////////////////////////
// Function: BulletVehicle::set_brake
// Access: Published
// Description:
// Description: Applies braking force to the wheel with index idx.
////////////////////////////////////////////////////////////////////
void BulletVehicle::
set_brake(float brake, int idx) {
@ -166,7 +175,8 @@ set_pitch_control(float pitch) {
////////////////////////////////////////////////////////////////////
// Function: BulletVehicle::create_wheel
// Access: Published
// Description:
// Description: Factory method for creating wheels for this
// vehicle instance.
////////////////////////////////////////////////////////////////////
BulletWheel BulletVehicle::
create_wheel() {
@ -208,7 +218,9 @@ get_axis(int idx) {
////////////////////////////////////////////////////////////////////
// Function: BulletVehicle::get_wheel
// Access: Published
// Description:
// Description: Returns the BulletWheel with index idx. Causes an
// AssertionError if idx is equal or larger than the
// number of wheels.
////////////////////////////////////////////////////////////////////
BulletWheel BulletVehicle::
get_wheel(int idx) const {

View File

@ -30,7 +30,11 @@ class BulletWheel;
////////////////////////////////////////////////////////////////////
// Class : BulletVehicleTuning
// Description :
// Description : Simulates a raycast vehicle which casts a ray per
// wheel at the ground as a cheap replacement for
// complex suspension simulation. The suspension can
// be tuned in various ways. It is possible to add a
// (probably) arbitrary number of wheels.
////////////////////////////////////////////////////////////////////
class BulletVehicleTuning {