add gitignore, run static analysis and fix a couple bugs, remove default build, fix typos

This commit is contained in:
Irlan Robson 2016-12-22 13:30:30 -02:00
parent 0ebd9d35be
commit caa9d703b5
18 changed files with 50 additions and 1906 deletions

30
.gitignore vendored Normal file
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@ -49,9 +49,9 @@ struct b3ConeJointDef : public b3JointDef
};
// This joint constrains the bodies to share a common point (cone tip).
// The relative rotation about the shared axis is the joint angle.
// If the joint angle exceeds the half-cone angle then the axis is shared.
// You can limit the relative rotation with a lower angle limit.
// It also constrains the relative rotation about an axis perpendicular
// to the cone axis.
// You can limit the relative rotation with a cone angle limit.
// This joint can be used to create structures such as ragdolls.
class b3ConeJoint : public b3Joint
{

View File

@ -1,3 +1,5 @@
<h3>About</h3>
Bounce is a 3D physics engine for games and interactive applications.
To get started with Bounce see readme.txt.
@ -14,8 +16,6 @@ Camera (as in Maya):
Bounce is released under the <b>zlib</b> license.
Irlan Robson
<h3>Features</h3>
<ul>

View File

@ -2,7 +2,7 @@ Welcome!
Bounce is a 3D physics engine for games and interactive applications.
See building.txt to read how to build Bounce. Bounce comes with a Visual Studio 2015 build by default.
See building.txt to read how to build Bounce.
See documenting.txt to read how to generate the documentation for Bounce.

View File

@ -86,8 +86,12 @@ void b3ContactManager::AddPair(void* dataA, void* dataB)
}
}
// Allocate a new contact.
// Create contact.
b3Contact* c = Create(shapeA, shapeB);
if (c == NULL)
{
return;
}
// Get the shapes from the contact again
// because contact creation will swap the shapes if typeA > typeB.
@ -255,7 +259,7 @@ b3Contact* b3ContactManager::Create(b3Shape* shapeA, b3Shape* shapeB)
else
{
// Collisions between meshes are not implemented.
//B3_ASSERT(false);
return NULL;
}
}

View File

@ -29,7 +29,8 @@ inline void AddCluster(b3Array<b3Cluster>& clusters, const b3Vec3& centroid)
if (dd < kTol * kTol)
{
// Merge the clusters.
clusters[i].centroid = 0.5f * (clusters[i].centroid + centroid);
clusters[i].centroid += centroid;
clusters[i].centroid.Normalize();
return;
}
}
@ -58,14 +59,15 @@ void b3InitializeClusters(b3Array<b3Cluster>& outClusters, const b3Array<b3Obser
B3_ASSERT(inObs.Count() > 3);
// This is used to skip observations that were
// assigned to a cluster.
// used to initialize a cluster centroid.
b3StackArray<bool, 64> chosens;
chosens.Resize(inObs.Count());
for (u32 i = 0; i < inObs.Count(); ++i)
{
chosens[i] = false;
}
// Choose the most opposing faces.
{
u32 index = 0;
const b3Observation& o = inObs[index];
@ -195,10 +197,7 @@ inline u32 b3BestCluster(const b3Array<b3Cluster>& clusters, const b3Vec3& point
void b3Clusterize(b3Array<b3Cluster>& outClusters, b3Array<b3Observation>& outObservations,
const b3Array<b3Cluster>& inClusters, const b3Array<b3Observation>& inObservations)
{
//B3_ASSERT(!inObservations.IsEmpty());
B3_ASSERT(outObservations.IsEmpty());
//B3_ASSERT(!inClusters.IsEmpty());
B3_ASSERT(outClusters.IsEmpty());
// Temporary data
@ -208,7 +207,7 @@ void b3Clusterize(b3Array<b3Cluster>& outClusters, b3Array<b3Observation>& outOb
b3StackArray<b3Observation, 32> observations;
observations.Swap(inObservations);
// Termination criteria for k-means clustering
// Termination criteria for k-means clustering
const u32 kMaxIters = 10;
u32 iter = 0;
@ -242,7 +241,7 @@ void b3Clusterize(b3Array<b3Cluster>& outClusters, b3Array<b3Observation>& outOb
if (pointCount > 0)
{
centroid *= 1.0f / float32(pointCount);
centroid /= float32(pointCount);
cluster.centroid = centroid;
}
}

View File

@ -342,7 +342,7 @@ void Run()
if (g_settings.drawGrid)
{
u32 n = 20;
int n = 20;
b3Vec3 t;
t.x = -0.5f * float32(n);