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-rw-r--r--modules/bullet/rigid_body_bullet.h22
1 files changed, 13 insertions, 9 deletions
diff --git a/modules/bullet/rigid_body_bullet.h b/modules/bullet/rigid_body_bullet.h
index ff1596e6f4..c4a9676bdd 100644
--- a/modules/bullet/rigid_body_bullet.h
+++ b/modules/bullet/rigid_body_bullet.h
@@ -1,10 +1,9 @@
/*************************************************************************/
-/* body_bullet.h */
-/* Author: AndreaCatania */
+/* rigid_body_bullet.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
-/* http://www.godotengine.org */
+/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
@@ -32,11 +31,16 @@
#ifndef BODYBULLET_H
#define BODYBULLET_H
-#include "BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h"
-#include "LinearMath/btTransform.h"
#include "collision_object_bullet.h"
#include "space_bullet.h"
+#include <BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h>
+#include <LinearMath/btTransform.h>
+
+/**
+ @author AndreaCatania
+*/
+
class AreaBullet;
class SpaceBullet;
class btRigidBody;
@@ -44,11 +48,11 @@ class GodotMotionState;
class BulletPhysicsDirectBodyState;
/// This class could be used in multi thread with few changes but currently
-/// is setted to be only in one single thread.
+/// is set to be only in one single thread.
///
/// In the system there is only one object at a time that manage all bodies and is
/// created by BulletPhysicsServer and is held by the "singleton" variable of this class
-/// Each time something require it, the body must be setted again.
+/// Each time something require it, the body must be set again.
class BulletPhysicsDirectBodyState : public PhysicsDirectBodyState {
GDCLASS(BulletPhysicsDirectBodyState, PhysicsDirectBodyState)
@@ -258,12 +262,12 @@ public:
Variant get_state(PhysicsServer::BodyState p_state) const;
void apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse);
- void apply_central_impulse(const Vector3 &p_force);
+ void apply_central_impulse(const Vector3 &p_impulse);
void apply_torque_impulse(const Vector3 &p_impulse);
void apply_force(const Vector3 &p_force, const Vector3 &p_pos);
void apply_central_force(const Vector3 &p_force);
- void apply_torque(const Vector3 &p_force);
+ void apply_torque(const Vector3 &p_torque);
void set_applied_force(const Vector3 &p_force);
Vector3 get_applied_force() const;