forked from bartvdbraak/blender
doxygen: add bullet to extern libs, some small changes in page names, and fixes around license blocks
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@ -640,7 +640,8 @@ INPUT = doxygen.main \
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../source/gameengine/Ketsji \
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../source/gameengine/Rasterizer \
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../source/gameengine/Network \
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../source/gameengine/Physics
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../source/gameengine/Physics \
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../extern/bullet2
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# This tag can be used to specify the character encoding of the source files
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# that doxygen parses. Internally doxygen uses the UTF-8 encoding, which is
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@ -6,7 +6,11 @@
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*
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* These pages document the source code of blender.
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*
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* \subsection implinks Important Links
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* - <a href="http://projects.blender.org">projects.blender.org</a> with <a href="http://projects.blender.org/tracker/index.php?group_id=9&atid=498">bug tracker</a>
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* - <a href="http://wiki.blender.org/index.php/Dev:Contents">Development documents</a> on our wiki.
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*
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* \subsection blother Other
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* For more information on using Blender browse to http://www.blender.org
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*
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*/
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@ -35,6 +39,11 @@
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* folder are updated.
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*
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*/
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/** \defgroup bullet Bullet Physics Library
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* \ingroup extern
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*/
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/** \defgroup blenderplayer Blender Player */
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/** \defgroup render Rendering */
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@ -121,7 +130,10 @@
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/** \defgroup data DNA, RNA and .blend access*/
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/** \defgroup GHOST GHOST API */
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/** \defgroup GHOST GHOST API
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* \ingroup intern GUI
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* \ref GHOSTPage
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*/
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/** \defgroup gpu GPU */
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@ -1,5 +1,5 @@
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/*
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Bullet Continuous Collision Detection and Physics Library
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Bullet Continuous Collision Detection and Physics %Library
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Copyright (c) 2003-2006 Erwin Coumans http://bulletphysics.com/Bullet/
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This software is provided 'as-is', without any express or implied warranty.
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@ -15,12 +15,15 @@ subject to the following restrictions:
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/**
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* @mainpage Bullet Documentation
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* \file btCollisionWorld.h
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* \ingroup bullet
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*
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* @page bulletdoc Bullet Documentation
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*
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* @section intro_sec Introduction
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* Bullet Collision Detection & Physics SDK
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*
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* Bullet is a Collision Detection and Rigid Body Dynamics Library. The Library is Open Source and free for commercial use, under the ZLib license ( http://opensource.org/licenses/zlib-license.php ).
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* Bullet is a Collision Detection and Rigid Body Dynamics %Library. The %Library is Open Source and free for commercial use, under the ZLib license ( http://opensource.org/licenses/zlib-license.php ).
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*
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* There is the Physics Forum for feedback and general Collision Detection and Physics discussions.
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* Please visit http://www.bulletphysics.com
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@ -28,7 +31,7 @@ subject to the following restrictions:
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* @section install_sec Installation
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*
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* @subsection step1 Step 1: Download
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* You can download the Bullet Physics Library from the Google Code repository: http://code.google.com/p/bullet/downloads/list
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* You can download the Bullet Physics %Library from the Google Code repository: http://code.google.com/p/bullet/downloads/list
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* @subsection step2 Step 2: Building
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* Bullet comes with autogenerated Project Files for Microsoft Visual Studio 6, 7, 7.1 and 8.
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* The main Workspace/Solution is located in Bullet/msvc/8/wksbullet.sln (replace 8 with your version).
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@ -40,13 +43,13 @@ subject to the following restrictions:
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*
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* @subsection step3 Step 3: Testing demos
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* Try to run and experiment with BasicDemo executable as a starting point.
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* Bullet can be used in several ways, as Full Rigid Body simulation, as Collision Detector Library or Low Level / Snippets like the GJK Closest Point calculation.
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* Bullet can be used in several ways, as Full Rigid Body simulation, as Collision Detector %Library or Low Level / Snippets like the GJK Closest Point calculation.
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* The Dependencies can be seen in this documentation under Directories
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*
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* @subsection step4 Step 4: Integrating in your application, full Rigid Body and Soft Body simulation
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* Check out BasicDemo how to create a btDynamicsWorld, btRigidBody and btCollisionShape, Stepping the simulation and synchronizing your graphics object transform.
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* Check out SoftDemo how to use soft body dynamics, using btSoftRigidDynamicsWorld.
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* @subsection step5 Step 5 : Integrate the Collision Detection Library (without Dynamics and other Extras)
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* @subsection step5 Step 5 : Integrate the Collision Detection %Library (without Dynamics and other Extras)
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* Bullet Collision Detection can also be used without the Dynamics/Extras.
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* Check out btCollisionWorld and btCollisionObject, and the CollisionInterfaceDemo.
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* @subsection step6 Step 6 : Use Snippets like the GJK Closest Point calculation.
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@ -43,7 +43,7 @@
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class GHOST_IEventConsumer;
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/**
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* \page GHOST GHOST
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* \page GHOSTPage GHOST
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*
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* \section intro Introduction
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*
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@ -30,26 +30,32 @@
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* \ingroup MEM
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*
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* \author Copyright (C) 2001 NaN Technologies B.V.
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* \brief Guarded memory (de)allocation
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*
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* \brief Read \ref MEMPage
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*/
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/**
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* \page MEMPage Guarded memory(de)allocation
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*
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* \section aboutmem c-style guarded memory allocation
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*
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* \subsection about About the MEM module
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* \subsection memabout About the MEM module
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*
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* MEM provides guarded malloc/calloc calls. All memory is enclosed by
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* pads, to detect out-of-bound writes. All blocks are placed in a
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* linked list, so they remain reachable at all times. There is no
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* back-up in case the linked-list related data is lost.
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*
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* \subsection issues Known issues with MEM
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* \subsection memissues Known issues with MEM
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*
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* There are currently no known issues with MEM. Note that there is a
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* second intern/ module with MEM_ prefix, for use in c++.
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*
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* \subsection dependencies Dependencies
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* \subsection memdependencies Dependencies
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* - stdlib
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* - stdio
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*
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* \subsection memdocs API Documentation
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* See \ref MEM_guardedalloc.h
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*/
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#ifndef MEM_MALLOCN_H
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@ -1,4 +1,4 @@
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/**
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/*
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* $Id$
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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@ -35,7 +35,7 @@
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#include "GL/glew.h"
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/* Note: this used to have a lot more code, but now extension handling
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/** Note: this used to have a lot more code, but now extension handling
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* is done by GLEW, so it does mostly debug stuff */
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namespace bgl
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@ -1,4 +1,4 @@
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/**
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/*
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* $Id$
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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@ -1,4 +1,4 @@
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/**
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/*
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* $Id$
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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