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). // This joint constrains the bodies to share a common point (cone tip).
// The relative rotation about the shared axis is the joint angle. // It also constrains the relative rotation about an axis perpendicular
// If the joint angle exceeds the half-cone angle then the axis is shared. // to the cone axis.
// You can limit the relative rotation with a lower angle limit. // You can limit the relative rotation with a cone angle limit.
// This joint can be used to create structures such as ragdolls. // This joint can be used to create structures such as ragdolls.
class b3ConeJoint : public b3Joint class b3ConeJoint : public b3Joint
{ {

View File

@ -1,3 +1,5 @@
<h3>About</h3>
Bounce is a 3D physics engine for games and interactive applications. Bounce is a 3D physics engine for games and interactive applications.
To get started with Bounce see readme.txt. 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. Bounce is released under the <b>zlib</b> license.
Irlan Robson
<h3>Features</h3> <h3>Features</h3>
<ul> <ul>

View File

@ -2,7 +2,7 @@ Welcome!
Bounce is a 3D physics engine for games and interactive applications. 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. 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); b3Contact* c = Create(shapeA, shapeB);
if (c == NULL)
{
return;
}
// Get the shapes from the contact again // Get the shapes from the contact again
// because contact creation will swap the shapes if typeA > typeB. // because contact creation will swap the shapes if typeA > typeB.
@ -255,7 +259,7 @@ b3Contact* b3ContactManager::Create(b3Shape* shapeA, b3Shape* shapeB)
else else
{ {
// Collisions between meshes are not implemented. // 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) if (dd < kTol * kTol)
{ {
// Merge the clusters. // Merge the clusters.
clusters[i].centroid = 0.5f * (clusters[i].centroid + centroid); clusters[i].centroid += centroid;
clusters[i].centroid.Normalize();
return; return;
} }
} }
@ -58,7 +59,7 @@ void b3InitializeClusters(b3Array<b3Cluster>& outClusters, const b3Array<b3Obser
B3_ASSERT(inObs.Count() > 3); B3_ASSERT(inObs.Count() > 3);
// This is used to skip observations that were // This is used to skip observations that were
// assigned to a cluster. // used to initialize a cluster centroid.
b3StackArray<bool, 64> chosens; b3StackArray<bool, 64> chosens;
chosens.Resize(inObs.Count()); chosens.Resize(inObs.Count());
for (u32 i = 0; i < inObs.Count(); ++i) for (u32 i = 0; i < inObs.Count(); ++i)
@ -66,6 +67,7 @@ void b3InitializeClusters(b3Array<b3Cluster>& outClusters, const b3Array<b3Obser
chosens[i] = false; chosens[i] = false;
} }
// Choose the most opposing faces.
{ {
u32 index = 0; u32 index = 0;
const b3Observation& o = inObs[index]; 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, void b3Clusterize(b3Array<b3Cluster>& outClusters, b3Array<b3Observation>& outObservations,
const b3Array<b3Cluster>& inClusters, const b3Array<b3Observation>& inObservations) const b3Array<b3Cluster>& inClusters, const b3Array<b3Observation>& inObservations)
{ {
//B3_ASSERT(!inObservations.IsEmpty());
B3_ASSERT(outObservations.IsEmpty()); B3_ASSERT(outObservations.IsEmpty());
//B3_ASSERT(!inClusters.IsEmpty());
B3_ASSERT(outClusters.IsEmpty()); B3_ASSERT(outClusters.IsEmpty());
// Temporary data // Temporary data
@ -242,7 +241,7 @@ void b3Clusterize(b3Array<b3Cluster>& outClusters, b3Array<b3Observation>& outOb
if (pointCount > 0) if (pointCount > 0)
{ {
centroid *= 1.0f / float32(pointCount); centroid /= float32(pointCount);
cluster.centroid = centroid; cluster.centroid = centroid;
} }
} }

View File

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