Merge pull request #56492 from akien-mga/remove-author-docstrings

This commit is contained in:
Rémi Verschelde 2022-01-12 15:24:17 +01:00 committed by GitHub
commit 585231a172
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93 changed files with 85 additions and 460 deletions

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@ -39,10 +39,6 @@
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
#include <btBulletCollisionCommon.h>
/**
@author AndreaCatania
*/
AreaBullet::AreaBullet() :
RigidCollisionObjectBullet(CollisionObjectBullet::TYPE_AREA) {
btGhost = bulletnew(btGhostObject);

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@ -28,18 +28,14 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef AREABULLET_H
#define AREABULLET_H
#ifndef AREA_BULLET_H
#define AREA_BULLET_H
#include "collision_object_bullet.h"
#include "core/templates/vector.h"
#include "servers/physics_server_3d.h"
#include "space_bullet.h"
/**
@author AndreaCatania
*/
class btGhostObject;
class AreaBullet : public RigidCollisionObjectBullet {
@ -163,4 +159,4 @@ public:
virtual void on_exit_area(AreaBullet *p_area);
};
#endif
#endif // AREA_BULLET_H

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@ -34,10 +34,6 @@
#include <LinearMath/btAabbUtil2.h>
/**
@author AndreaCatania
*/
btRayShape::btRayShape(btScalar length) :
btConvexInternalShape() {
m_shapeType = CUSTOM_CONVEX_SHAPE_TYPE;

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@ -35,10 +35,6 @@
#include <BulletCollision/CollisionShapes/btConvexInternalShape.h>
/**
@author AndreaCatania
*/
/// Ray shape around z axis
ATTRIBUTE_ALIGNED16(class)
btRayShape : public btConvexInternalShape {

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@ -45,10 +45,6 @@
#include <assert.h>
/**
@author AndreaCatania
*/
#define CreateThenReturnRID(owner, ridData) \
RID rid = owner.make_rid(ridData); \
ridData->set_self(rid); \

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@ -41,10 +41,6 @@
#include "soft_body_bullet.h"
#include "space_bullet.h"
/**
@author AndreaCatania
*/
class BulletPhysicsServer3D : public PhysicsServer3D {
GDCLASS(BulletPhysicsServer3D, PhysicsServer3D);
@ -395,4 +391,4 @@ public:
JointBullet *get_joint(RID p_rid) const;
};
#endif
#endif // BULLET_PHYSICS_SERVER_H

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@ -30,10 +30,6 @@
#include "bullet_types_converter.h"
/**
@author AndreaCatania
*/
// ++ BULLET to GODOT ++++++++++
void B_TO_G(btVector3 const &inVal, Vector3 &outVal) {
outVal[0] = inVal[0];

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@ -40,10 +40,6 @@
#include <LinearMath/btTransform.h>
#include <LinearMath/btVector3.h>
/**
@author AndreaCatania
*/
// Bullet to Godot
extern void B_TO_G(btVector3 const &inVal, Vector3 &outVal);
extern void INVERT_B_TO_G(btVector3 const &inVal, Vector3 &outVal);
@ -59,4 +55,5 @@ extern void INVERT_G_TO_B(Basis const &inVal, btMatrix3x3 &outVal);
extern void G_TO_B(Transform3D const &inVal, btTransform &outVal);
extern void UNSCALE_BT_BASIS(btTransform &scaledBasis);
#endif
#endif // BULLET_TYPES_CONVERTER_H

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@ -31,10 +31,6 @@
#ifndef BULLET_UTILITIES_H
#define BULLET_UTILITIES_H
/**
@author AndreaCatania
*/
#define bulletnew(cl) \
new cl
@ -43,4 +39,5 @@
delete cl; \
cl = nullptr; \
}
#endif
#endif // BULLET_UTILITIES_H

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@ -39,10 +39,6 @@
#include <btBulletCollisionCommon.h>
/**
@author AndreaCatania
*/
// We enable dynamic AABB tree so that we can actually perform a broadphase on bodies with compound collision shapes.
// This is crucial for the performance of kinematic bodies and for bodies with transforming shapes.
#define enableDynamicAabbTree true

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@ -39,10 +39,6 @@
#include <LinearMath/btTransform.h>
/**
@author AndreaCatania
*/
class AreaBullet;
class ShapeBullet;
class btCollisionObject;
@ -256,4 +252,4 @@ private:
void internal_shape_destroy(int p_index, bool p_permanentlyFromThisBody = false);
};
#endif
#endif // COLLISION_OBJECT_BULLET_H

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@ -36,10 +36,6 @@
#include <BulletDynamics/ConstraintSolver/btConeTwistConstraint.h>
/**
@author AndreaCatania
*/
ConeTwistJointBullet::ConeTwistJointBullet(RigidBodyBullet *rbA, RigidBodyBullet *rbB, const Transform3D &rbAFrame, const Transform3D &rbBFrame) :
JointBullet() {
Transform3D scaled_AFrame(rbAFrame.scaled(rbA->get_body_scale()));

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@ -33,10 +33,6 @@
#include "joint_bullet.h"
/**
@author AndreaCatania
*/
class RigidBodyBullet;
class ConeTwistJointBullet : public JointBullet {
@ -50,4 +46,5 @@ public:
void set_param(PhysicsServer3D::ConeTwistJointParam p_param, real_t p_value);
real_t get_param(PhysicsServer3D::ConeTwistJointParam p_param) const;
};
#endif
#endif // CONE_TWIST_JOINT_BULLET_H

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@ -33,10 +33,6 @@
#include "collision_object_bullet.h"
#include "space_bullet.h"
/**
@author AndreaCatania
*/
ConstraintBullet::ConstraintBullet() {}
void ConstraintBullet::setup(btTypedConstraint *p_constraint) {

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@ -36,10 +36,6 @@
#include <BulletDynamics/ConstraintSolver/btTypedConstraint.h>
/**
@author AndreaCatania
*/
class RigidBodyBullet;
class SpaceBullet;
class btTypedConstraint;
@ -68,4 +64,5 @@ public:
_FORCE_INLINE_ btTypedConstraint *get_bt_constraint() { return constraint; }
};
#endif
#endif // CONSTRAINT_BULLET_H

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@ -36,10 +36,6 @@
#include <BulletDynamics/ConstraintSolver/btGeneric6DofSpring2Constraint.h>
/**
@author AndreaCatania
*/
Generic6DOFJointBullet::Generic6DOFJointBullet(RigidBodyBullet *rbA, RigidBodyBullet *rbB, const Transform3D &frameInA, const Transform3D &frameInB) :
JointBullet() {
for (int i = 0; i < 3; i++) {

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@ -33,10 +33,6 @@
#include "joint_bullet.h"
/**
@author AndreaCatania
*/
class RigidBodyBullet;
class Generic6DOFJointBullet : public JointBullet {
@ -70,4 +66,4 @@ public:
bool get_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag) const;
};
#endif
#endif // GENERIC_6DOF_JOINT_BULLET_H

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@ -35,10 +35,6 @@
#include <BulletCollision/BroadphaseCollision/btBroadphaseProxy.h>
#include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h>
/**
@author AndreaCatania
*/
GodotCollisionConfiguration::GodotCollisionConfiguration(const btDiscreteDynamicsWorld *world, const btDefaultCollisionConstructionInfo &constructionInfo) :
btDefaultCollisionConfiguration(constructionInfo) {
void *mem = nullptr;

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@ -34,10 +34,6 @@
#include <BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.h>
#include <BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h>
/**
@author AndreaCatania
*/
class btDiscreteDynamicsWorld;
class GodotCollisionConfiguration : public btDefaultCollisionConfiguration {
@ -63,4 +59,5 @@ public:
virtual btCollisionAlgorithmCreateFunc *getCollisionAlgorithmCreateFunc(int proxyType0, int proxyType1);
virtual btCollisionAlgorithmCreateFunc *getClosestPointsAlgorithmCreateFunc(int proxyType0, int proxyType1);
};
#endif
#endif // GODOT_COLLISION_CONFIGURATION_H

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@ -32,10 +32,6 @@
#include "collision_object_bullet.h"
/**
@author AndreaCatania
*/
const int GodotCollisionDispatcher::CASTED_TYPE_AREA = static_cast<int>(CollisionObjectBullet::TYPE_AREA);
GodotCollisionDispatcher::GodotCollisionDispatcher(btCollisionConfiguration *collisionConfiguration) :

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@ -31,14 +31,8 @@
#ifndef GODOT_COLLISION_DISPATCHER_H
#define GODOT_COLLISION_DISPATCHER_H
#include <cstdint>
#include <btBulletDynamicsCommon.h>
/**
@author AndreaCatania
*/
/// This class is required to implement custom collision behaviour in the narrowphase
class GodotCollisionDispatcher : public btCollisionDispatcher {
private:
@ -49,4 +43,5 @@ public:
virtual bool needsCollision(const btCollisionObject *body0, const btCollisionObject *body1);
virtual bool needsResponse(const btCollisionObject *body0, const btCollisionObject *body1);
};
#endif
#endif // GODOT_COLLISION_DISPATCHER_H

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@ -35,10 +35,6 @@
#include <LinearMath/btMotionState.h>
/**
@author AndreaCatania
*/
class RigidBodyBullet;
// This class is responsible to move kinematic actor
@ -96,4 +92,5 @@ public:
return bodyCurrentWorldTransform;
}
};
#endif
#endif // GODOT_MOTION_STATE_H

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@ -35,10 +35,6 @@
#include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h>
/**
@author AndreaCatania
*/
// Epsilon to account for floating point inaccuracies
#define RAY_PENETRATION_DEPTH_EPSILON 0.01

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@ -35,10 +35,6 @@
#include <BulletCollision/CollisionDispatch/btCollisionCreateFunc.h>
#include <BulletCollision/CollisionDispatch/btCollisionDispatcher.h>
/**
@author AndreaCatania
*/
class btDiscreteDynamicsWorld;
class GodotRayWorldAlgorithm : public btActivatingCollisionAlgorithm {

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@ -34,11 +34,8 @@
#include "bullet_types_converter.h"
#include "collision_object_bullet.h"
#include "rigid_body_bullet.h"
#include <BulletCollision/CollisionDispatch/btInternalEdgeUtility.h>
/**
@author AndreaCatania
*/
#include <BulletCollision/CollisionDispatch/btInternalEdgeUtility.h>
bool godotContactAddedCallback(btManifoldPoint &cp, const btCollisionObjectWrapper *colObj0Wrap, int partId0, int index0, const btCollisionObjectWrapper *colObj1Wrap, int partId1, int index1) {
if (!colObj1Wrap->getCollisionObject()->getCollisionShape()->isCompound()) {

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@ -36,10 +36,6 @@
#include <BulletCollision/BroadphaseCollision/btBroadphaseProxy.h>
#include <btBulletDynamicsCommon.h>
/**
@author AndreaCatania
*/
class RigidBodyBullet;
/// This callback is injected inside bullet server and allow me to smooth contacts against trimesh
@ -225,4 +221,5 @@ struct GodotDeepPenetrationContactResultCallback : public btManifoldResult {
virtual void addContactPoint(const btVector3 &normalOnBInWorld, const btVector3 &pointInWorldOnB, btScalar depth);
};
#endif // GODOT_RESULT_CALLBACKS_H

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@ -36,10 +36,6 @@
#include <BulletDynamics/ConstraintSolver/btHingeConstraint.h>
/**
@author AndreaCatania
*/
HingeJointBullet::HingeJointBullet(RigidBodyBullet *rbA, RigidBodyBullet *rbB, const Transform3D &frameA, const Transform3D &frameB) :
JointBullet() {
Transform3D scaled_AFrame(frameA.scaled(rbA->get_body_scale()));

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@ -33,10 +33,6 @@
#include "joint_bullet.h"
/**
@author AndreaCatania
*/
class HingeJointBullet : public JointBullet {
class btHingeConstraint *hingeConstraint;
@ -54,4 +50,5 @@ public:
void set_flag(PhysicsServer3D::HingeJointFlag p_flag, bool p_value);
bool get_flag(PhysicsServer3D::HingeJointFlag p_flag) const;
};
#endif
#endif // HINGE_JOINT_BULLET_H

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@ -1,42 +0,0 @@
/*************************************************************************/
/* joint_bullet.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "joint_bullet.h"
#include "space_bullet.h"
/**
@author AndreaCatania
*/
JointBullet::JointBullet() :
ConstraintBullet() {}
JointBullet::~JointBullet() {}

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@ -34,18 +34,15 @@
#include "constraint_bullet.h"
#include "servers/physics_server_3d.h"
/**
@author AndreaCatania
*/
class RigidBodyBullet;
class btTypedConstraint;
class JointBullet : public ConstraintBullet {
public:
JointBullet();
virtual ~JointBullet();
JointBullet() {}
virtual ~JointBullet() {}
virtual PhysicsServer3D::JointType get_type() const = 0;
};
#endif
#endif // JOINT_BULLET_H

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@ -35,10 +35,6 @@
#include <BulletDynamics/ConstraintSolver/btPoint2PointConstraint.h>
/**
@author AndreaCatania
*/
PinJointBullet::PinJointBullet(RigidBodyBullet *p_body_a, const Vector3 &p_pos_a, RigidBodyBullet *p_body_b, const Vector3 &p_pos_b) :
JointBullet() {
if (p_body_b) {

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@ -33,10 +33,6 @@
#include "joint_bullet.h"
/**
@author AndreaCatania
*/
class RigidBodyBullet;
class PinJointBullet : public JointBullet {
@ -57,4 +53,5 @@ public:
Vector3 getPivotInA();
Vector3 getPivotInB();
};
#endif
#endif // PIN_JOINT_BULLET_H

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@ -34,10 +34,6 @@
#include "core/config/project_settings.h"
#include "core/object/class_db.h"
/**
@author AndreaCatania
*/
#ifndef _3D_DISABLED
PhysicsServer3D *_createBulletPhysicsCallback() {
return memnew(BulletPhysicsServer3D);

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@ -31,10 +31,7 @@
#ifndef REGISTER_BULLET_TYPES_H
#define REGISTER_BULLET_TYPES_H
/**
@author AndreaCatania
*/
void register_bullet_types();
void unregister_bullet_types();
#endif
#endif // REGISTER_BULLET_TYPES_H

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@ -33,10 +33,6 @@
#include "core/templates/rid.h"
/**
@author AndreaCatania
*/
class BulletPhysicsServer3D;
class RIDBullet {
@ -50,4 +46,5 @@ public:
_FORCE_INLINE_ void _set_physics_server(BulletPhysicsServer3D *p_physicsServer) { physicsServer = p_physicsServer; }
_FORCE_INLINE_ BulletPhysicsServer3D *get_physics_server() const { return physicsServer; }
};
#endif
#endif // RID_BULLET_H

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@ -42,12 +42,6 @@
#include <BulletDynamics/Dynamics/btRigidBody.h>
#include <btBulletCollisionCommon.h>
#include <assert.h>
/**
@author AndreaCatania
*/
BulletPhysicsDirectBodyState3D *BulletPhysicsDirectBodyState3D::singleton = nullptr;
Vector3 BulletPhysicsDirectBodyState3D::get_total_gravity() const {

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@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef BODYBULLET_H
#define BODYBULLET_H
#ifndef RIGID_BODY_BULLET_H
#define RIGID_BODY_BULLET_H
#include "collision_object_bullet.h"
#include "space_bullet.h"
@ -37,10 +37,6 @@
#include <BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h>
#include <LinearMath/btTransform.h>
/**
@author AndreaCatania
*/
class AreaBullet;
class SpaceBullet;
class btRigidBody;
@ -329,4 +325,4 @@ private:
void _internal_set_mass(real_t p_mass);
};
#endif
#endif // RIGID_BODY_BULLET_H

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@ -42,10 +42,6 @@
#include <BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h>
#include <btBulletCollisionCommon.h>
/**
@author AndreaCatania
*/
ShapeBullet::ShapeBullet() {}
ShapeBullet::~ShapeBullet() {}

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@ -40,10 +40,6 @@
#include <LinearMath/btScalar.h>
#include <LinearMath/btVector3.h>
/**
@author AndreaCatania
*/
class ShapeBullet;
class btCollisionShape;
class ShapeOwnerBullet;
@ -244,4 +240,5 @@ public:
private:
void setup(real_t p_length, bool p_slips_on_slope);
};
#endif
#endif // SHAPE_BULLET_H

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@ -1,35 +0,0 @@
/*************************************************************************/
/* shape_owner_bullet.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "shape_owner_bullet.h"
/**
@author AndreaCatania
*/

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@ -33,10 +33,6 @@
#include "rid_bullet.h"
/**
@author AndreaCatania
*/
class ShapeBullet;
class btCollisionShape;
class CollisionObjectBullet;
@ -51,4 +47,5 @@ public:
virtual void remove_shape_full(class ShapeBullet *p_shape) = 0;
virtual ~ShapeOwnerBullet() {}
};
#endif
#endif // SHAPE_OWNER_BULLET_H

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@ -36,10 +36,6 @@
#include <BulletDynamics/ConstraintSolver/btSliderConstraint.h>
/**
@author AndreaCatania
*/
SliderJointBullet::SliderJointBullet(RigidBodyBullet *rbA, RigidBodyBullet *rbB, const Transform3D &frameInA, const Transform3D &frameInB) :
JointBullet() {
Transform3D scaled_AFrame(frameInA.scaled(rbA->get_body_scale()));

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@ -33,10 +33,6 @@
#include "joint_bullet.h"
/**
@author AndreaCatania
*/
class RigidBodyBullet;
class SliderJointBullet : public JointBullet {
@ -118,4 +114,5 @@ public:
void set_param(PhysicsServer3D::SliderJointParam p_param, real_t p_value);
real_t get_param(PhysicsServer3D::SliderJointParam p_param) const;
};
#endif
#endif // SLIDER_JOINT_BULLET_H

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@ -49,10 +49,6 @@
#define None 0L
#endif
/**
@author AndreaCatania
*/
class RenderingServerHandler;
class SoftBodyBullet : public CollisionObjectBullet {

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@ -54,10 +54,6 @@
#include <assert.h>
/**
@author AndreaCatania
*/
BulletPhysicsDirectSpaceState::BulletPhysicsDirectSpaceState(SpaceBullet *p_space) :
PhysicsDirectSpaceState3D(),
space(p_space) {}

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@ -43,10 +43,6 @@
#include <LinearMath/btTransform.h>
#include <LinearMath/btVector3.h>
/**
@author AndreaCatania
*/
class AreaBullet;
class btBroadphaseInterface;
class btCollisionDispatcher;
@ -220,4 +216,5 @@ private:
int add_separation_result(PhysicsServer3D::SeparationResult *r_results, const SpaceBullet::RecoverResult &p_recover_result, int p_shape_id, const btCollisionObject *p_other_object) const;
int recover_from_penetration_ray(RigidBodyBullet *p_body, const btTransform &p_body_position, btScalar p_recover_movement_scale, bool p_infinite_inertia, int p_result_max, btVector3 &r_delta_recover_movement, PhysicsServer3D::SeparationResult *r_results);
};
#endif
#endif // SPACE_BULLET_H

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@ -35,8 +35,6 @@
#include "servers/xr/xr_positional_tracker.h"
/**
@author Bastiaan Olij <mux213@gmail.com>
The mobile interface is a native VR interface that can be used on Android and iOS phones.
It contains a basic implementation supporting 3DOF tracking if a gyroscope and accelerometer are
present and sets up the proper projection matrices based on the values provided.
@ -160,4 +158,4 @@ public:
~MobileVRInterface();
};
#endif // !MOBILE_VR_INTERFACE_H
#endif // MOBILE_VR_INTERFACE_H

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@ -36,10 +36,6 @@
#include "navigation_mesh_generator.h"
#endif
/**
@author AndreaCatania
*/
/// Creates a struct for each function and a function that once called creates
/// an instance of that struct with the submitted parameters.
/// Then, that struct is stored in an array; the `sync` function consume that array.

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@ -40,10 +40,6 @@
#include "nav_region.h"
#include "rvo_agent.h"
/**
@author AndreaCatania
*/
/// The commands are functions executed during the `sync` phase.
#define MERGE_INTERNAL(A, B) A##B

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@ -36,10 +36,6 @@
#include <algorithm>
/**
@author AndreaCatania
*/
#define THREE_POINTS_CROSS_PRODUCT(m_a, m_b, m_c) (((m_c) - (m_a)).cross((m_b) - (m_a)))
void NavMap::set_up(Vector3 p_up) {

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@ -36,11 +36,8 @@
#include "core/math/math_defs.h"
#include "core/templates/map.h"
#include "nav_utils.h"
#include <KdTree.h>
/**
@author AndreaCatania
*/
#include <KdTree.h>
class NavRegion;
class RvoAgent;

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@ -32,10 +32,6 @@
#include "nav_map.h"
/**
@author AndreaCatania
*/
void NavRegion::set_map(NavMap *p_map) {
map = p_map;
polygons_dirty = true;

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@ -35,11 +35,8 @@
#include "nav_rid.h"
#include "nav_utils.h"
#include <vector>
/**
@author AndreaCatania
*/
#include <vector>
class NavMap;
class NavRegion;

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@ -33,10 +33,6 @@
#include "core/templates/rid.h"
/**
@author AndreaCatania
*/
class NavRid {
RID self;

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@ -35,10 +35,6 @@
#include <vector>
/**
@author AndreaCatania
*/
class NavRegion;
namespace gd {

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@ -32,10 +32,6 @@
#include "nav_map.h"
/**
@author AndreaCatania
*/
RvoAgent::RvoAgent() {
callback.id = ObjectID();
}

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@ -36,10 +36,6 @@
#include <Agent.h>
/**
@author AndreaCatania
*/
class NavMap;
class RvoAgent : public NavRid {

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@ -34,10 +34,6 @@
#include "core/io/image_loader.h"
#include "core/string/ustring.h"
/**
@author Daniel Ramirez <djrmuv@gmail.com>
*/
// Forward declare and include thirdparty headers in .cpp.
struct NSVGrasterizer;
struct NSVGimage;
@ -70,4 +66,4 @@ public:
ImageLoaderSVG();
};
#endif
#endif // IMAGE_LOADER_SVG_H

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@ -33,9 +33,6 @@
#include "core/io/image_loader.h"
/**
@author SaracenOne
*/
class ImageLoaderTGA : public ImageFormatLoader {
enum tga_type_e {
TGA_TYPE_NO_DATA = 0,
@ -81,4 +78,4 @@ public:
ImageLoaderTGA();
};
#endif
#endif // IMAGE_LOADER_TGA_H

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@ -35,8 +35,6 @@
#include "servers/xr/xr_positional_tracker.h"
/**
@author David Snopek <david.snopek@snopekgames.com>
The WebXR interface is a VR/AR interface that can be used on the web.
*/

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@ -36,8 +36,6 @@
#include "webxr_interface.h"
/**
@author David Snopek <david.snopek@snopekgames.com>
The WebXR interface is a VR/AR interface that can be used on the web.
*/