- Member ATTRIBUTE_ALIGNED16
- : check out alignment methods for other platforms/compilers define ATTRIBUTE_ALIGNED16(a) a __attribute__ ((aligned (16))) define ATTRIBUTE_ALIGNED64(a) a __attribute__ ((aligned (64))) define ATTRIBUTE_ALIGNED128(a) a __attribute__ ((aligned (128)))
- Member btAxisSweep3Internal::removeHandle (BP_FP_INT_TYPE handle, btDispatcher *dispatcher)
- : compare performance
- Class btCollisionConfiguration
- : describe the meaning
- Member btCollisionShape::calculateTemporalAabb (const btTransform &curTrans, const btVector3 &linvel, const btVector3 &angvel, btScalar timeStep, btVector3 &temporalAabbMin, btVector3 &temporalAabbMax) const
- : simd would have a vector max/min operation, instead of per-element access
- Member btCollisionShape::getAngularMotionDisc () const
- cache this value, to improve performance
- Member btCollisionWorld::debugDrawObject (const btTransform &worldTransform, const btCollisionShape *shape, const btVector3 &color)
- pass camera, for some culling? no -> we are not a graphics lib
- Member btCollisionWorld::objectQuerySingle (const btConvexShape *castShape, const btTransform &rayFromTrans, const btTransform &rayToTrans, btCollisionObject *collisionObject, const btCollisionShape *collisionShape, const btTransform &colObjWorldTransform, ConvexResultCallback &resultCallback, btScalar allowedPenetration)
- : use AABB tree or other BVH acceleration structure!
- Member btCollisionWorld::rayTestSingle (const btTransform &rayFromTrans, const btTransform &rayToTrans, btCollisionObject *collisionObject, const btCollisionShape *collisionShape, const btTransform &colObjWorldTransform, RayResultCallback &resultCallback)
- : use AABB tree or other BVH acceleration structure, see btDbvt
- Class btCompoundShape
- : This aabb tree can also be use to speed up ray tests on btCompoundShape, see http://code.google.com/p/bullet/issues/detail?id=25 Currently, removal of child shapes is only supported when disabling the aabb tree (pass 'false' in the constructor of btCompoundShape)
- Member btConnectivityProcessor::processTriangle (btVector3 *triangle, int partId, int triangleIndex)
- : check if we need some epsilon, due to floating point imprecision
- Member btConvexTriangleMeshShape::batchedUnitVectorGetSupportingVertexWithoutMargin (const btVector3 *vectors, btVector3 *supportVerticesOut, int numVectors) const
- : could do the batch inside the callback!
- Class btDefaultCollisionConfiguration
- : describe the meaning
- Member btDefaultCollisionConfiguration::setConvexConvexMultipointIterations (int numPerturbationIterations=3, int minimumPointsPerturbationThreshold=3)
- we could add a per-object setting of those parameters, for level-of-detail collision detection.
- Member btDiscreteDynamicsWorld::applyGravity ()
- : iterate over awake simulation islands!
- Member btDiscreteDynamicsWorld::clearForces ()
- : iterate over awake simulation islands!
- Member btDiscreteDynamicsWorld::synchronizeSingleMotionState (btRigidBody *body)
- : add 'dirty' flag
- Class btKinematicClosestNotMeRayResultCallback
- Interact with dynamic objects, Ride kinematicly animated platforms properly More realistic (or maybe just a config option) falling -> Should integrate falling velocity manually and use that in stepDown() Support jumping Support ducking
- Member btManifoldResult::addContactPoint (const btVector3 &normalOnBInWorld, const btVector3 &pointInWorld, btScalar depth)
- , check this for any side effects
- Member btMatrix3x3::setEulerZYX (btScalar eulerX, btScalar eulerY, btScalar eulerZ)
- proposed to reverse this since it's labeled zyx but takes arguments xyz and it will match all other parts of the code
- Member btMinkowskiSumShape::batchedUnitVectorGetSupportingVertexWithoutMargin (const btVector3 *vectors, btVector3 *supportVerticesOut, int numVectors) const
- : could make recursive use of batching. probably this shape is not used frequently.
- Member btParallelConstraintSolver::solveGroupCacheFriendlySetup (btCollisionObject **bodies, int numBodies, btPersistentManifold **manifoldPtr, int numManifolds, btTypedConstraint **constraints, int numConstraints, const btContactSolverInfo &infoGlobal, btIDebugDraw *debugDrawer, btStackAlloc *stackAlloc)
- : use stack allocator for such temporarily memory, same for solver bodies/constraints
- Member btPersistentManifold::getContactBreakingThreshold () const
- : get this margin from the current physics / collision environment
- Member btQuantizedBvh::quantize (unsigned short *out, const btVector3 &point, int isMax) const
- : double-check this
- Member btQuaternion::farthest (const btQuaternion &qd) const
- document this and it's use
- Member btQuaternion::nearest (const btQuaternion &qd) const
- document this and it's use
- Member btRaycastVehicle::rayCast (btWheelInfo &wheel)
- for driving on dynamic/movable objects!;
- Member btRotationalLimitMotor::solveAngularLimits (btScalar timeStep, btVector3 &axis, btScalar jacDiagABInv, btRigidBody *body0, btRigidBody *body1)
- : should clip against accumulated impulse
- Member btSequentialImpulseConstraintSolver::solveGroupCacheFriendlySetup (btCollisionObject **bodies, int numBodies, btPersistentManifold **manifoldPtr, int numManifolds, btTypedConstraint **constraints, int numConstraints, const btContactSolverInfo &infoGlobal, btIDebugDraw *debugDrawer, btStackAlloc *stackAlloc)
- : use stack allocator for such temporarily memory, same for solver bodies/constraints
- Member btSimpleDynamicsWorld::clearForces ()
- : iterate over awake simulation islands!
- Member btSimpleDynamicsWorld::synchronizeMotionStates ()
- : iterate over awake simulation islands!
- Member btSimulationIslandManager::buildAndProcessIslands (btDispatcher *dispatcher, btCollisionWorld *collisionWorld, IslandCallback *callback)
- : this is random access, it can be walked 'cache friendly'!
- Member btSimulationIslandManager::buildIslands (btDispatcher *dispatcher, btCollisionWorld *colWorld)
- : check sleeping conditions!
- Member btSoftBody::setCollisionShape (btCollisionShape *collisionShape)
- : avoid internal softbody shape hack and move collision code to collision library
- Member btSparseSdf::GarbageCollect (int lifetime=256)
- : Reset puid's when int range limit is reached */
- Member btSphereTriangleCollisionAlgorithm::processCollision (btCollisionObject *body0, btCollisionObject *body1, const btDispatcherInfo &dispatchInfo, btManifoldResult *resultOut)
- : tighter bounds
- Member btTriangleMesh::findOrAddVertex (const btVector3 &vertex, bool removeDuplicateVertices)
- : could use acceleration structure for this
- Class GIM_CONTACT
- : remove and replace GIM_CONTACT by btManifoldPoint.
- Member handleCollisionPair
- : add some AABB-based pruning (probably not -> slower)
Generated on Mon Feb 15 22:21:36 2010 for Bullet Collision Detection & Physics Library by
1.6.1