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Update EntityDynamicInterface.cpp
Grammar correction.
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@ -49,20 +49,20 @@
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An dynamic is a callback which is registered with bullet. An dynamic is called-back every physics
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A dynamic is a callback which is registered with bullet. A dynamic is called-back every physics
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simulation step and can do whatever it wants with the various datastructures it has available. An
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dynamic, for example, can pull an EntityItem toward a point as if that EntityItem were connected to that
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point by a spring.
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In this system, an dynamic is a property of an EntityItem (rather, an EntityItem has a property which
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In this system, a dynamic is a property of an EntityItem (rather, an EntityItem has a property which
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encodes a list of dynamics). Each dynamic has a type and some arguments. Dynamics can be created by a
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script or when receiving information via an EntityTree data-stream (either over the network or from an
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svo file).
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In the interface, if an EntityItem has dynamics, this EntityItem will have pointers to ObjectDynamic
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subclass (like ObjectDynamicSpring) instantiations. Code in the entities library affects an dynamic-object
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subclass (like ObjectDynamicSpring) instantiations. Code in the entities library affects a dynamic-object
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via the EntityDynamicInterface (which knows nothing about bullet). When the ObjectDynamic subclass
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instance is created, it is registered as an dynamic with bullet. Bullet will call into code in this
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instance is created, it is registered as a dynamic with bullet. Bullet will call into code in this
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instance with the btDynamicInterface every physics-simulation step.
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Because the dynamic can exist next to the interface's EntityTree or the entity-server's EntityTree,
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