Update code documentation and fix warnings
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@ -35,7 +35,6 @@ using namespace reactphysics3d;
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// Constructor
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// Constructor
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/**
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/**
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* @param extent The vector with the three extents of the box (in meters)
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* @param extent The vector with the three extents of the box (in meters)
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* @param margin The collision margin (in meters) around the collision shape
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*/
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*/
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BoxShape::BoxShape(const Vector3& extent)
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BoxShape::BoxShape(const Vector3& extent)
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: ConvexPolyhedronShape(CollisionShapeName::BOX), mExtent(extent) {
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: ConvexPolyhedronShape(CollisionShapeName::BOX), mExtent(extent) {
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@ -41,14 +41,7 @@ namespace reactphysics3d {
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* This class represents a 3D box shape. Those axis are unit length.
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* This class represents a 3D box shape. Those axis are unit length.
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* The three extents are half-widths of the box along the three
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* The three extents are half-widths of the box along the three
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* axis x, y, z local axis. The "transform" of the corresponding
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* axis x, y, z local axis. The "transform" of the corresponding
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* rigid body will give an orientation and a position to the box. This
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* body will give an orientation and a position to the box.
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* collision shape uses an extra margin distance around it for collision
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* detection purpose. The default margin is 4cm (if your units are meters,
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* which is recommended). In case, you want to simulate small objects
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* (smaller than the margin distance), you might want to reduce the margin by
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* specifying your own margin distance using the "margin" parameter in the
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* constructor of the box shape. Otherwise, it is recommended to use the
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* default margin distance by not using the "margin" parameter in the constructor.
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*/
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*/
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class BoxShape : public ConvexPolyhedronShape {
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class BoxShape : public ConvexPolyhedronShape {
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@ -171,9 +164,9 @@ inline size_t BoxShape::getSizeInBytes() const {
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// Return a local support point in a given direction without the objec margin
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// Return a local support point in a given direction without the objec margin
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inline Vector3 BoxShape::getLocalSupportPointWithoutMargin(const Vector3& direction) const {
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inline Vector3 BoxShape::getLocalSupportPointWithoutMargin(const Vector3& direction) const {
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return Vector3(direction.x < 0.0 ? -mExtent.x : mExtent.x,
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return Vector3(direction.x < decimal(0.0) ? -mExtent.x : mExtent.x,
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direction.y < 0.0 ? -mExtent.y : mExtent.y,
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direction.y < decimal(0.0) ? -mExtent.y : mExtent.y,
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direction.z < 0.0 ? -mExtent.z : mExtent.z);
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direction.z < decimal(0.0) ? -mExtent.z : mExtent.z);
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}
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}
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// Return true if a point is inside the collision shape
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// Return true if a point is inside the collision shape
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@ -103,7 +103,7 @@ class ConcaveMeshRaycastCallback : public DynamicAABBTreeRaycastCallback {
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// Class ConcaveMeshShape
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// Class ConcaveMeshShape
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/**
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/**
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* This class represents a static concave mesh shape. Note that collision detection
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* This class represents a static concave mesh shape. Note that collision detection
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* with a concave mesh shape can be very expensive. You should use only use
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* with a concave mesh shape can be very expensive. You should only use
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* this shape for a static mesh.
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* this shape for a static mesh.
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*/
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*/
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class ConcaveMeshShape : public ConcaveShape {
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class ConcaveMeshShape : public ConcaveShape {
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@ -233,9 +233,9 @@ inline Matrix3x3 Matrix3x3::computeSkewSymmetricMatrixForCrossProduct(const Vect
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// Return the matrix with absolute values
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// Return the matrix with absolute values
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inline Matrix3x3 Matrix3x3::getAbsoluteMatrix() const {
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inline Matrix3x3 Matrix3x3::getAbsoluteMatrix() const {
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return Matrix3x3(fabs(mRows[0][0]), fabs(mRows[0][1]), fabs(mRows[0][2]),
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return Matrix3x3(std::fabs(mRows[0][0]), std::fabs(mRows[0][1]), std::fabs(mRows[0][2]),
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fabs(mRows[1][0]), fabs(mRows[1][1]), fabs(mRows[1][2]),
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std::fabs(mRows[1][0]), std::fabs(mRows[1][1]), std::fabs(mRows[1][2]),
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fabs(mRows[2][0]), fabs(mRows[2][1]), fabs(mRows[2][2]));
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std::fabs(mRows[2][0]), std::fabs(mRows[2][1]), std::fabs(mRows[2][2]));
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}
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}
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// Overloaded operator for addition
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// Overloaded operator for addition
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