Added some documentation.

This commit is contained in:
enn0x 2011-09-06 22:43:26 +00:00
parent 66ace2c235
commit e722b48c02

View File

@ -78,8 +78,8 @@ get_object() const {
////////////////////////////////////////////////////////////////////
// Function: BulletRigidBodyNode::shape_changed
// Access: Published
// Description: Hook which will be called whenever the total shape
// of a body changed. Used for example to update
// Description: Hook which should be called whenever the total
// shape of a body changed. Used for example to update
// the mass properties (inertia) of a rigid body.
// The default implementation does nothing.
////////////////////////////////////////////////////////////////////
@ -92,7 +92,11 @@ shape_changed() {
////////////////////////////////////////////////////////////////////
// Function: BulletRigidBodyNode::set_mass
// Access: Published
// Description:
// Description: Sets the mass of a rigid body. This also modifies
// the inertia, which is automatically computed from
// the shape of the body. Setting a value of zero
// for mass will make the body static. A value of
// zero can be considered an infinite mass.
////////////////////////////////////////////////////////////////////
void BulletRigidBodyNode::
set_mass(float mass) {
@ -111,7 +115,9 @@ set_mass(float mass) {
////////////////////////////////////////////////////////////////////
// Function: BulletRigidBodyNode::get_mass
// Access: Published
// Description:
// Description: Returns the total mass of a rigid body.
// A value of zero means that the body is staic, i.e.
// has an infinite mass.
////////////////////////////////////////////////////////////////////
float BulletRigidBodyNode::
get_mass() const {
@ -125,7 +131,18 @@ get_mass() const {
////////////////////////////////////////////////////////////////////
// Function: BulletRigidBodyNode::set_inertia
// Access: Published
// Description:
// Description: Sets the inertia of a rigid body. Inertia is given
// as a three-component vector. A component value of
// zero means infinite inertia along this direction.
// Setting the intertia will override the value which
// is automatically calculated from the rigid bodies
// shape. However, it is possible that automatic
// calculation of intertia is trigger after calling
// this method, and thus overwriting the explicitly
// set value again. This happens when:
// (a) the mass is set after the inertia.
// (b) a shape is added or removed from the body.
// (c) the scale of the body changed.
////////////////////////////////////////////////////////////////////
void BulletRigidBodyNode::
set_inertia(const LVecBase3f &inertia) {
@ -143,7 +160,10 @@ set_inertia(const LVecBase3f &inertia) {
////////////////////////////////////////////////////////////////////
// Function: BulletRigidBodyNode::get_inertia
// Access: Published
// Description:
// Description: Returns the inertia of the rigid body. Inertia is
// given as a three component vector. A component
// value of zero means infinite inertia along this
// direction.
////////////////////////////////////////////////////////////////////
LVector3f BulletRigidBodyNode::
get_inertia() const {