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Blender V2.61 - r43446
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- Member ATTRIBUTE_ALIGNED128 (class) btPersistentManifold
- : get this margin from the current physics / collision environment
- Member ATTRIBUTE_ALIGNED16 (class) btCompoundShape
- : This aabb tree can also be use to speed up ray tests on btCompoundShape, see http://code.google.com/p/bullet/issues/detail?id=25 Currently, removal of child shapes is only supported when disabling the aabb tree (pass 'false' in the constructor of btCompoundShape)
- Member ATTRIBUTE_ALIGNED16 (class) btBvhSubtreeInfo
- : double-check this
- Member ATTRIBUTE_ALIGNED16 (a)
- : check out alignment methods for other platforms/compilers define ATTRIBUTE_ALIGNED16(a) a __attribute__ ((aligned (16))) define ATTRIBUTE_ALIGNED64(a) a __attribute__ ((aligned (64))) define ATTRIBUTE_ALIGNED128(a) a __attribute__ ((aligned (128)))
- Group audaspace
- add to doxygen
- File BKE_DerivedMesh.h
- Make drawMapped* functions take a predicate function that determines whether to draw the edge (this predicate can also set color, etc). This will be slightly more general and allow some of the functions to be collapsed.
- Once accessor functions are added then single element draw functions can be implemented using primitive accessors.
- Add function to dispatch to renderer instead of using conversion to DLM.
- Group blenloader
- check if blo and .blend read and write functions groups can be merged in docs.
- Member btAxisSweep3Internal< BP_FP_INT_TYPE >::removeHandle (BP_FP_INT_TYPE handle, btDispatcher *dispatcher)
- : compare performance
- Class btCollisionConfiguration
- : describe the meaning
- Member btCollisionShape::calculateTemporalAabb (const btTransform &curTrans, const btVector3 &linvel, const btVector3 &angvel, btScalar timeStep, btVector3 &temporalAabbMin, btVector3 &temporalAabbMax) const
- : simd would have a vector max/min operation, instead of per-element access
- Member btCollisionShape::getAngularMotionDisc () const
- cache this value, to improve performance
- Member btCollisionWorld::debugDrawObject (const btTransform &worldTransform, const btCollisionShape *shape, const btVector3 &color)
- pass camera, for some culling? no -> we are not a graphics lib
- Member btCollisionWorld::objectQuerySingle (const btConvexShape *castShape, const btTransform &rayFromTrans, const btTransform &rayToTrans, btCollisionObject *collisionObject, const btCollisionShape *collisionShape, const btTransform &colObjWorldTransform, ConvexResultCallback &resultCallback, btScalar allowedPenetration)
- : use AABB tree or other BVH acceleration structure!
- Member btConnectivityProcessor::processTriangle (btVector3 *triangle, int partId, int triangleIndex)
- : check if we need some epsilon, due to floating point imprecision
- Member btConvexTriangleMeshShape::batchedUnitVectorGetSupportingVertexWithoutMargin (const btVector3 *vectors, btVector3 *supportVerticesOut, int numVectors) const
- : could do the batch inside the callback!
- Class btDefaultCollisionConfiguration
- : describe the meaning
- Member btDefaultCollisionConfiguration::setConvexConvexMultipointIterations (int numPerturbationIterations=3, int minimumPointsPerturbationThreshold=3)
- we could add a per-object setting of those parameters, for level-of-detail collision detection.
- Member btDiscreteDynamicsWorld::applyGravity ()
- : iterate over awake simulation islands!
- Member btDiscreteDynamicsWorld::clearForces ()
- : iterate over awake simulation islands!
- Member btDiscreteDynamicsWorld::synchronizeSingleMotionState (btRigidBody *body)
- : add 'dirty' flag
- Class btKinematicClosestNotMeRayResultCallback
- Interact with dynamic objects, Ride kinematicly animated platforms properly More realistic (or maybe just a config option) falling -> Should integrate falling velocity manually and use that in stepDown() Support jumping Support ducking
- Member btManifoldResult::addContactPoint (const btVector3 &normalOnBInWorld, const btVector3 &pointInWorld, btScalar depth)
- , check this for any side effects
- Member btMatrix3x3::setEulerZYX (btScalar eulerX, btScalar eulerY, btScalar eulerZ)
- proposed to reverse this since it's labeled zyx but takes arguments xyz and it will match all other parts of the code
- Member btMinkowskiSumShape::batchedUnitVectorGetSupportingVertexWithoutMargin (const btVector3 *vectors, btVector3 *supportVerticesOut, int numVectors) const
- : could make recursive use of batching. probably this shape is not used frequently.
- Member btQuaternion::farthest (const btQuaternion &qd) const
- document this and it's use
- Member btQuaternion::nearest (const btQuaternion &qd) const
- document this and it's use
- Member btRaycastVehicle::rayCast (btWheelInfo &wheel)
- for driving on dynamic/movable objects!;
- Member btRotationalLimitMotor::solveAngularLimits (btScalar timeStep, btVector3 &axis, btScalar jacDiagABInv, btRigidBody *body0, btRigidBody *body1)
- : should clip against accumulated impulse
- Member btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup (btCollisionObject **bodies, int numBodies, btPersistentManifold **manifoldPtr, int numManifolds, btTypedConstraint **constraints, int numConstraints, const btContactSolverInfo &infoGlobal, btIDebugDraw *debugDrawer, btStackAlloc *stackAlloc)
- : use stack allocator for such temporarily memory, same for solver bodies/constraints
- Member btSimpleDynamicsWorld::clearForces ()
- : iterate over awake simulation islands!
- Member btSimpleDynamicsWorld::synchronizeMotionStates ()
- : iterate over awake simulation islands!
- Member btSimulationIslandManager::buildAndProcessIslands (btDispatcher *dispatcher, btCollisionWorld *collisionWorld, IslandCallback *callback)
- : this is random access, it can be walked 'cache friendly'!
- Member btSimulationIslandManager::buildIslands (btDispatcher *dispatcher, btCollisionWorld *colWorld)
- : check sleeping conditions!
- Member btSoftBody::setCollisionShape (btCollisionShape *collisionShape)
- : avoid internal softbody shape hack and move collision code to collision library
- Member btSparseSdf< CELLSIZE >::GarbageCollect (int lifetime=256)
- : Reset puid's when int range limit is reached */
- Member btSphereTriangleCollisionAlgorithm::processCollision (btCollisionObject *body0, btCollisionObject *body1, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut)
- : tighter bounds
- Member btTriangleMesh::findOrAddVertex (const btVector3 &vertex, bool removeDuplicateVertices)
- : could use acceleration structure for this
- Page GHOST
- write WIP section
- Class GIM_CONTACT
- : remove and replace GIM_CONTACT by btManifoldPoint.
- File IMB_imbuf_types.h
- Clean up includes.
- Group ketsji
- check all headers and code files for proper licenses
- File KX_PhysicsPropertiesobsolete.h
- check if this file is still needed
- Page windowmanager
- document