extended doxy
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@ -26,7 +26,16 @@ class irrDynamics
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{
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public:
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static irrDynamics* getInstance();
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static void simStep(const irr::u32& curTimeStamp);
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//! Update the physics
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/** This method calculates all the changes in the physics world. Forces are
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* applied, constraints resolved and collisions treated. It is hence recommendable
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* to call this method prior to drawing the next frame.
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* \note If you don't call this method, nothing's gonna happen/move.
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* \param curTimeStamp The current timestamp in milliseconds. Use ITimer::getRealTime() or anything similar.*/
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static void simStep(irr::u32 curTimeStamp);
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//! Terminate physics and free resources
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/** Once done with simulating physics, this method removes all bullet representations of your scene nodes,
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* constraints and the entire sim world. Suitable to be called when your application exits.*/
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static void shutdown();
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static void addTerrain(irr::scene::ITerrainSceneNode* terrain, irr::u32 lodLevel = 2);
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//! Add a scene node that is represented as spherical behavior
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@ -46,7 +46,7 @@ irrDynamics* irrDynamics::getInstance()
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return instance;
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}
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void irrDynamics::simStep(const u32& curTimeStamp)
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void irrDynamics::simStep(u32 curTimeStamp)
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{
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irrDynamics* inst = getInstance();
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if (inst->lastStep == 0)
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@ -66,6 +66,7 @@ void irrDynamics::shutdown()
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delete inst->dispatcher;
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delete inst->broadPhase;
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delete inst->collisionConfiguration;
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instance = 0;
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}
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void irrDynamics::addTerrain(scene::ITerrainSceneNode* terrain, u32 lodLevel)
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