extended doxy

This commit is contained in:
Otto Naderer 2014-05-05 00:45:50 +02:00
parent eb5f199b60
commit a3cc6eb73f
2 changed files with 12 additions and 2 deletions

View File

@ -26,7 +26,16 @@ class irrDynamics
{
public:
static irrDynamics* getInstance();
static void simStep(const irr::u32& curTimeStamp);
//! Update the physics
/** This method calculates all the changes in the physics world. Forces are
* applied, constraints resolved and collisions treated. It is hence recommendable
* to call this method prior to drawing the next frame.
* \note If you don't call this method, nothing's gonna happen/move.
* \param curTimeStamp The current timestamp in milliseconds. Use ITimer::getRealTime() or anything similar.*/
static void simStep(irr::u32 curTimeStamp);
//! Terminate physics and free resources
/** Once done with simulating physics, this method removes all bullet representations of your scene nodes,
* constraints and the entire sim world. Suitable to be called when your application exits.*/
static void shutdown();
static void addTerrain(irr::scene::ITerrainSceneNode* terrain, irr::u32 lodLevel = 2);
//! Add a scene node that is represented as spherical behavior

View File

@ -46,7 +46,7 @@ irrDynamics* irrDynamics::getInstance()
return instance;
}
void irrDynamics::simStep(const u32& curTimeStamp)
void irrDynamics::simStep(u32 curTimeStamp)
{
irrDynamics* inst = getInstance();
if (inst->lastStep == 0)
@ -66,6 +66,7 @@ void irrDynamics::shutdown()
delete inst->dispatcher;
delete inst->broadPhase;
delete inst->collisionConfiguration;
instance = 0;
}
void irrDynamics::addTerrain(scene::ITerrainSceneNode* terrain, u32 lodLevel)