Add documentation
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@ -115,7 +115,6 @@ inline bool PairManager::isDifferentPair(const BroadPhasePair& pair1, bodyindex
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}
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// Return the next power of two of a 32bits integer using a SWAR algorithm
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// TODO : Add documentation
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inline luint PairManager::computeNextPowerOfTwo(luint number) const {
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number |= (number >> 1);
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number |= (number >> 2);
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@ -149,7 +148,8 @@ inline void PairManager::sortIDs(bodyindex &id1, bodyindex &id2) const {
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// This method returns an hash value for a 32 bits key
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// using Thomas Wang's hash technique.
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// TODO : Add documentation here
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// This hash function can be found at :
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// http://www.concentric.net/~ttwang/tech/inthash.htm
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inline int PairManager::computeHash32Bits(int key) const {
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key += ~(key << 15);
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key ^= (key >> 10);
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@ -112,8 +112,12 @@ class SweepAndPruneAlgorithm : public BroadPhaseAlgorithm {
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virtual void updateObject(Body* body, const AABB& aabb); // Notify the broad-phase that the AABB of an object has changed
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};
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// TODO : ADD Documentation for this method
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// Encode a floating value into a integer value
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// Encode a floating value into a integer value in order to
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// work with integer comparison in the Sweep-And-Prune algorithm
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// because it is faster. The main issue when encoding floating
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// number into integer is to keep to sorting order. This is a
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// problem for negative float number. This article describes
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// how to solve this issue : http://www.stereopsis.com/radix.html
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inline uint encodeFloatIntoInteger(float number) {
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uint intNumber = (uint&) number;
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@ -56,6 +56,9 @@ RigidBody* PhysicsWorld::createRigidBody(const Transform& transform, decimal mas
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currentBodyID++;
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}
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// Largest index cannot be used (it is used for invalid index)
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assert(bodyID < std::numeric_limits<reactphysics3d::bodyindex>::max());
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// Create the rigid body
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RigidBody* rigidBody = new (memoryPoolRigidBodies.allocateObject()) RigidBody(transform, mass, inertiaTensorLocal, collisionShape, bodyID);
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