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