Style: Remove inconsistently used `@author` docstrings

Each file in Godot has had multiple contributors who co-authored it over the
years, and the information of who was the original person to create that file
is not very relevant, especially when used so inconsistently.

`git blame` is a much better way to know who initially authored or later
modified a given chunk of code, and most IDEs now have good integration to
show this information.
This commit is contained in:
Rémi Verschelde 2022-01-04 20:26:22 +01:00
parent 42312f066b
commit ba2bdc478b
No known key found for this signature in database
GPG Key ID: C3336907360768E1
93 changed files with 85 additions and 460 deletions

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@ -36,8 +36,6 @@
#include "core/math/rect2.h"
/**
* @author Juan Linietsky <reduzio@gmail.com>
*
* Image storage class. This is used to store an image in user memory, as well as
* providing some basic methods for image manipulation.
* Images can be loaded from a file, or registered into the Render object as textures.

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@ -37,9 +37,7 @@
#include "core/templates/oa_hash_map.h"
/**
A* pathfinding algorithm
@author Juan Linietsky <reduzio@gmail.com>
A* pathfinding algorithm.
*/
class AStar : public RefCounted {

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@ -34,10 +34,6 @@
#include "core/templates/map.h"
#include "core/templates/vector.h"
/**
@author Marios Staikopoulos <marios@staik.net>
*/
/* This DisjointSet class uses Find with path compression and Union by rank */
template <typename T, class C = Comparator<T>, class AL = DefaultAllocator>
class DisjointSet {

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@ -52,10 +52,6 @@
#define VARIANT_ARGPTRS_PASS *argptr[0], *argptr[1], *argptr[2], *argptr[3], *argptr[4], *argptr[5], *argptr[6]], *argptr[7]
#define VARIANT_ARGS_FROM_ARRAY(m_arr) m_arr[0], m_arr[1], m_arr[2], m_arr[3], m_arr[4], m_arr[5], m_arr[6], m_arr[7]
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
enum PropertyHint {
PROPERTY_HINT_NONE, ///< no hint provided.
PROPERTY_HINT_RANGE, ///< hint_text = "min,max[,step][,or_greater][,or_lesser][,noslider][,radians][,degrees][,exp][,suffix:<keyword>] range.

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@ -34,13 +34,12 @@
#include "core/typedefs.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
* Generic Pool Allocator.
* This is a generic memory pool allocator, with locking, compacting and alignment. (@TODO alignment)
* It used as a standard way to manage allocation in a specific region of memory, such as texture memory,
* audio sample memory, or just any kind of memory overall.
* (@TODO) abstraction should be greater, because in many platforms, you need to manage a nonreachable memory.
*/
*/
enum {
POOL_ALLOCATOR_INVALID_ID = -1 ///< default invalid value. use INVALID_ID( id ) to test

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@ -40,7 +40,6 @@
/**
* @class HashMap
* @author Juan Linietsky <reduzio@gmail.com>
*
* Implementation of a standard Hashing HashMap, for quick lookups of Data associated with a Key.
* The implementation provides hashers for the default types, if you need a special kind of hasher, provide
@ -48,7 +47,8 @@
* @param TKey Key, search is based on it, needs to be hasheable. It is unique in this container.
* @param TData Data, data associated with the key
* @param Hasher Hasher object, needs to provide a valid static hash function for TKey
* @param Comparator comparator object, needs to be able to safely compare two TKey values. It needs to ensure that x == x for any items inserted in the map. Bear in mind that nan != nan when implementing an equality check.
* @param Comparator comparator object, needs to be able to safely compare two TKey values.
* It needs to ensure that x == x for any items inserted in the map. Bear in mind that nan != nan when implementing an equality check.
* @param MIN_HASH_TABLE_POWER Miminum size of the hash table, as a power of two. You rarely need to change this parameter.
* @param RELATIONSHIP Relationship at which the hash table is resized. if amount of elements is RELATIONSHIP
* times bigger than the hash table, table is resized to solve this condition. if RELATIONSHIP is zero, table is always MIN_HASH_TABLE_POWER.

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@ -33,7 +33,6 @@
/**
* @class Vector
* @author Juan Linietsky
* Vector container. Regular Vector Container. Use with care and for smaller arrays when possible. Use Vector for large arrays.
*/

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@ -35,10 +35,6 @@
#include "core/io/dir_access.h"
/**
@author Juan Linietsky <reduz@gmail.com>
*/
struct DirAccessWindowsPrivate;
class DirAccessWindows : public DirAccess {
@ -90,6 +86,6 @@ public:
~DirAccessWindows();
};
#endif //WINDOWS_ENABLED
#endif // WINDOWS_ENABLED
#endif
#endif // DIR_ACCESS_WINDOWS_H

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@ -28,10 +28,6 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
#ifndef CONNECTIONS_DIALOG_H
#define CONNECTIONS_DIALOG_H
@ -232,4 +228,4 @@ public:
~ConnectionsDock();
};
#endif
#endif // CONNECTIONS_DIALOG_H

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@ -36,10 +36,6 @@
#include "editor/editor_scale.h"
#include "scene/gui/check_box.h"
/**
@author Mariano Suligoy
*/
void draw_margin_line(Control *edit_draw, Vector2 from, Vector2 to) {
Vector2 line = (to - from).normalized() * 10;

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@ -40,10 +40,6 @@
#include "scene/resources/style_box.h"
#include "scene/resources/texture.h"
/**
@author Mariano Suligoy
*/
class TextureRegionEditor : public VBoxContainer {
GDCLASS(TextureRegionEditor, VBoxContainer);

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@ -41,10 +41,6 @@
#include "scene/gui/option_button.h"
#include "scene/gui/spin_box.h"
/**
@author Blazej Floch
*/
class RenameDialog : public ConfirmationDialog {
GDCLASS(RenameDialog, ConfirmationDialog);

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@ -37,9 +37,7 @@
#include "scene/gui/check_button.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/line_edit.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class ReparentDialog : public ConfirmationDialog {
GDCLASS(ReparentDialog, ConfirmationDialog);
@ -60,4 +58,4 @@ public:
~ReparentDialog();
};
#endif
#endif // REPARENT_DIALOG_H

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@ -39,10 +39,6 @@
#include <BulletCollision/CollisionDispatch/btGhostObject.h>
#include <btBulletCollisionCommon.h>
/**
@author AndreaCatania
*/
AreaBullet::AreaBullet() :
RigidCollisionObjectBullet(CollisionObjectBullet::TYPE_AREA) {
btGhost = bulletnew(btGhostObject);

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@ -28,18 +28,14 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef AREABULLET_H
#define AREABULLET_H
#ifndef AREA_BULLET_H
#define AREA_BULLET_H
#include "collision_object_bullet.h"
#include "core/templates/vector.h"
#include "servers/physics_server_3d.h"
#include "space_bullet.h"
/**
@author AndreaCatania
*/
class btGhostObject;
class AreaBullet : public RigidCollisionObjectBullet {
@ -163,4 +159,4 @@ public:
virtual void on_exit_area(AreaBullet *p_area);
};
#endif
#endif // AREA_BULLET_H

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@ -34,10 +34,6 @@
#include <LinearMath/btAabbUtil2.h>
/**
@author AndreaCatania
*/
btRayShape::btRayShape(btScalar length) :
btConvexInternalShape() {
m_shapeType = CUSTOM_CONVEX_SHAPE_TYPE;

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@ -35,10 +35,6 @@
#include <BulletCollision/CollisionShapes/btConvexInternalShape.h>
/**
@author AndreaCatania
*/
/// Ray shape around z axis
ATTRIBUTE_ALIGNED16(class)
btRayShape : public btConvexInternalShape {

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@ -45,10 +45,6 @@
#include <assert.h>
/**
@author AndreaCatania
*/
#define CreateThenReturnRID(owner, ridData) \
RID rid = owner.make_rid(ridData); \
ridData->set_self(rid); \

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@ -41,10 +41,6 @@
#include "soft_body_bullet.h"
#include "space_bullet.h"
/**
@author AndreaCatania
*/
class BulletPhysicsServer3D : public PhysicsServer3D {
GDCLASS(BulletPhysicsServer3D, PhysicsServer3D);
@ -395,4 +391,4 @@ public:
JointBullet *get_joint(RID p_rid) const;
};
#endif
#endif // BULLET_PHYSICS_SERVER_H

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@ -30,10 +30,6 @@
#include "bullet_types_converter.h"
/**
@author AndreaCatania
*/
// ++ BULLET to GODOT ++++++++++
void B_TO_G(btVector3 const &inVal, Vector3 &outVal) {
outVal[0] = inVal[0];

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@ -40,10 +40,6 @@
#include <LinearMath/btTransform.h>
#include <LinearMath/btVector3.h>
/**
@author AndreaCatania
*/
// Bullet to Godot
extern void B_TO_G(btVector3 const &inVal, Vector3 &outVal);
extern void INVERT_B_TO_G(btVector3 const &inVal, Vector3 &outVal);
@ -59,4 +55,5 @@ extern void INVERT_G_TO_B(Basis const &inVal, btMatrix3x3 &outVal);
extern void G_TO_B(Transform3D const &inVal, btTransform &outVal);
extern void UNSCALE_BT_BASIS(btTransform &scaledBasis);
#endif
#endif // BULLET_TYPES_CONVERTER_H

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@ -31,10 +31,6 @@
#ifndef BULLET_UTILITIES_H
#define BULLET_UTILITIES_H
/**
@author AndreaCatania
*/
#define bulletnew(cl) \
new cl
@ -43,4 +39,5 @@
delete cl; \
cl = nullptr; \
}
#endif
#endif // BULLET_UTILITIES_H

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@ -39,10 +39,6 @@
#include <btBulletCollisionCommon.h>
/**
@author AndreaCatania
*/
// We enable dynamic AABB tree so that we can actually perform a broadphase on bodies with compound collision shapes.
// This is crucial for the performance of kinematic bodies and for bodies with transforming shapes.
#define enableDynamicAabbTree true

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@ -39,10 +39,6 @@
#include <LinearMath/btTransform.h>
/**
@author AndreaCatania
*/
class AreaBullet;
class ShapeBullet;
class btCollisionObject;
@ -256,4 +252,4 @@ private:
void internal_shape_destroy(int p_index, bool p_permanentlyFromThisBody = false);
};
#endif
#endif // COLLISION_OBJECT_BULLET_H

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@ -36,10 +36,6 @@
#include <BulletDynamics/ConstraintSolver/btConeTwistConstraint.h>
/**
@author AndreaCatania
*/
ConeTwistJointBullet::ConeTwistJointBullet(RigidBodyBullet *rbA, RigidBodyBullet *rbB, const Transform3D &rbAFrame, const Transform3D &rbBFrame) :
JointBullet() {
Transform3D scaled_AFrame(rbAFrame.scaled(rbA->get_body_scale()));

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@ -33,10 +33,6 @@
#include "joint_bullet.h"
/**
@author AndreaCatania
*/
class RigidBodyBullet;
class ConeTwistJointBullet : public JointBullet {
@ -50,4 +46,5 @@ public:
void set_param(PhysicsServer3D::ConeTwistJointParam p_param, real_t p_value);
real_t get_param(PhysicsServer3D::ConeTwistJointParam p_param) const;
};
#endif
#endif // CONE_TWIST_JOINT_BULLET_H

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@ -33,10 +33,6 @@
#include "collision_object_bullet.h"
#include "space_bullet.h"
/**
@author AndreaCatania
*/
ConstraintBullet::ConstraintBullet() {}
void ConstraintBullet::setup(btTypedConstraint *p_constraint) {

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@ -36,10 +36,6 @@
#include <BulletDynamics/ConstraintSolver/btTypedConstraint.h>
/**
@author AndreaCatania
*/
class RigidBodyBullet;
class SpaceBullet;
class btTypedConstraint;
@ -68,4 +64,5 @@ public:
_FORCE_INLINE_ btTypedConstraint *get_bt_constraint() { return constraint; }
};
#endif
#endif // CONSTRAINT_BULLET_H

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@ -36,10 +36,6 @@
#include <BulletDynamics/ConstraintSolver/btGeneric6DofSpring2Constraint.h>
/**
@author AndreaCatania
*/
Generic6DOFJointBullet::Generic6DOFJointBullet(RigidBodyBullet *rbA, RigidBodyBullet *rbB, const Transform3D &frameInA, const Transform3D &frameInB) :
JointBullet() {
for (int i = 0; i < 3; i++) {

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@ -33,10 +33,6 @@
#include "joint_bullet.h"
/**
@author AndreaCatania
*/
class RigidBodyBullet;
class Generic6DOFJointBullet : public JointBullet {
@ -70,4 +66,4 @@ public:
bool get_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag) const;
};
#endif
#endif // GENERIC_6DOF_JOINT_BULLET_H

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@ -35,10 +35,6 @@
#include <BulletCollision/BroadphaseCollision/btBroadphaseProxy.h>
#include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h>
/**
@author AndreaCatania
*/
GodotCollisionConfiguration::GodotCollisionConfiguration(const btDiscreteDynamicsWorld *world, const btDefaultCollisionConstructionInfo &constructionInfo) :
btDefaultCollisionConfiguration(constructionInfo) {
void *mem = nullptr;

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@ -34,10 +34,6 @@
#include <BulletCollision/CollisionDispatch/btDefaultCollisionConfiguration.h>
#include <BulletSoftBody/btSoftBodyRigidBodyCollisionConfiguration.h>
/**
@author AndreaCatania
*/
class btDiscreteDynamicsWorld;
class GodotCollisionConfiguration : public btDefaultCollisionConfiguration {
@ -63,4 +59,5 @@ public:
virtual btCollisionAlgorithmCreateFunc *getCollisionAlgorithmCreateFunc(int proxyType0, int proxyType1);
virtual btCollisionAlgorithmCreateFunc *getClosestPointsAlgorithmCreateFunc(int proxyType0, int proxyType1);
};
#endif
#endif // GODOT_COLLISION_CONFIGURATION_H

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@ -32,10 +32,6 @@
#include "collision_object_bullet.h"
/**
@author AndreaCatania
*/
const int GodotCollisionDispatcher::CASTED_TYPE_AREA = static_cast<int>(CollisionObjectBullet::TYPE_AREA);
GodotCollisionDispatcher::GodotCollisionDispatcher(btCollisionConfiguration *collisionConfiguration) :

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@ -31,14 +31,8 @@
#ifndef GODOT_COLLISION_DISPATCHER_H
#define GODOT_COLLISION_DISPATCHER_H
#include <cstdint>
#include <btBulletDynamicsCommon.h>
/**
@author AndreaCatania
*/
/// This class is required to implement custom collision behaviour in the narrowphase
class GodotCollisionDispatcher : public btCollisionDispatcher {
private:
@ -49,4 +43,5 @@ public:
virtual bool needsCollision(const btCollisionObject *body0, const btCollisionObject *body1);
virtual bool needsResponse(const btCollisionObject *body0, const btCollisionObject *body1);
};
#endif
#endif // GODOT_COLLISION_DISPATCHER_H

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@ -35,10 +35,6 @@
#include <LinearMath/btMotionState.h>
/**
@author AndreaCatania
*/
class RigidBodyBullet;
// This class is responsible to move kinematic actor
@ -96,4 +92,5 @@ public:
return bodyCurrentWorldTransform;
}
};
#endif
#endif // GODOT_MOTION_STATE_H

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@ -35,10 +35,6 @@
#include <BulletDynamics/Dynamics/btDiscreteDynamicsWorld.h>
/**
@author AndreaCatania
*/
// Epsilon to account for floating point inaccuracies
#define RAY_PENETRATION_DEPTH_EPSILON 0.01

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@ -35,10 +35,6 @@
#include <BulletCollision/CollisionDispatch/btCollisionCreateFunc.h>
#include <BulletCollision/CollisionDispatch/btCollisionDispatcher.h>
/**
@author AndreaCatania
*/
class btDiscreteDynamicsWorld;
class GodotRayWorldAlgorithm : public btActivatingCollisionAlgorithm {

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@ -34,11 +34,8 @@
#include "bullet_types_converter.h"
#include "collision_object_bullet.h"
#include "rigid_body_bullet.h"
#include <BulletCollision/CollisionDispatch/btInternalEdgeUtility.h>
/**
@author AndreaCatania
*/
#include <BulletCollision/CollisionDispatch/btInternalEdgeUtility.h>
bool godotContactAddedCallback(btManifoldPoint &cp, const btCollisionObjectWrapper *colObj0Wrap, int partId0, int index0, const btCollisionObjectWrapper *colObj1Wrap, int partId1, int index1) {
if (!colObj1Wrap->getCollisionObject()->getCollisionShape()->isCompound()) {

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@ -36,10 +36,6 @@
#include <BulletCollision/BroadphaseCollision/btBroadphaseProxy.h>
#include <btBulletDynamicsCommon.h>
/**
@author AndreaCatania
*/
class RigidBodyBullet;
/// This callback is injected inside bullet server and allow me to smooth contacts against trimesh
@ -225,4 +221,5 @@ struct GodotDeepPenetrationContactResultCallback : public btManifoldResult {
virtual void addContactPoint(const btVector3 &normalOnBInWorld, const btVector3 &pointInWorldOnB, btScalar depth);
};
#endif // GODOT_RESULT_CALLBACKS_H

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@ -36,10 +36,6 @@
#include <BulletDynamics/ConstraintSolver/btHingeConstraint.h>
/**
@author AndreaCatania
*/
HingeJointBullet::HingeJointBullet(RigidBodyBullet *rbA, RigidBodyBullet *rbB, const Transform3D &frameA, const Transform3D &frameB) :
JointBullet() {
Transform3D scaled_AFrame(frameA.scaled(rbA->get_body_scale()));

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@ -33,10 +33,6 @@
#include "joint_bullet.h"
/**
@author AndreaCatania
*/
class HingeJointBullet : public JointBullet {
class btHingeConstraint *hingeConstraint;
@ -54,4 +50,5 @@ public:
void set_flag(PhysicsServer3D::HingeJointFlag p_flag, bool p_value);
bool get_flag(PhysicsServer3D::HingeJointFlag p_flag) const;
};
#endif
#endif // HINGE_JOINT_BULLET_H

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@ -1,42 +0,0 @@
/*************************************************************************/
/* joint_bullet.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "joint_bullet.h"
#include "space_bullet.h"
/**
@author AndreaCatania
*/
JointBullet::JointBullet() :
ConstraintBullet() {}
JointBullet::~JointBullet() {}

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@ -34,18 +34,15 @@
#include "constraint_bullet.h"
#include "servers/physics_server_3d.h"
/**
@author AndreaCatania
*/
class RigidBodyBullet;
class btTypedConstraint;
class JointBullet : public ConstraintBullet {
public:
JointBullet();
virtual ~JointBullet();
JointBullet() {}
virtual ~JointBullet() {}
virtual PhysicsServer3D::JointType get_type() const = 0;
};
#endif
#endif // JOINT_BULLET_H

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@ -35,10 +35,6 @@
#include <BulletDynamics/ConstraintSolver/btPoint2PointConstraint.h>
/**
@author AndreaCatania
*/
PinJointBullet::PinJointBullet(RigidBodyBullet *p_body_a, const Vector3 &p_pos_a, RigidBodyBullet *p_body_b, const Vector3 &p_pos_b) :
JointBullet() {
if (p_body_b) {

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@ -33,10 +33,6 @@
#include "joint_bullet.h"
/**
@author AndreaCatania
*/
class RigidBodyBullet;
class PinJointBullet : public JointBullet {
@ -57,4 +53,5 @@ public:
Vector3 getPivotInA();
Vector3 getPivotInB();
};
#endif
#endif // PIN_JOINT_BULLET_H

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@ -34,10 +34,6 @@
#include "core/config/project_settings.h"
#include "core/object/class_db.h"
/**
@author AndreaCatania
*/
#ifndef _3D_DISABLED
PhysicsServer3D *_createBulletPhysicsCallback() {
return memnew(BulletPhysicsServer3D);

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@ -31,10 +31,7 @@
#ifndef REGISTER_BULLET_TYPES_H
#define REGISTER_BULLET_TYPES_H
/**
@author AndreaCatania
*/
void register_bullet_types();
void unregister_bullet_types();
#endif
#endif // REGISTER_BULLET_TYPES_H

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@ -33,10 +33,6 @@
#include "core/templates/rid.h"
/**
@author AndreaCatania
*/
class BulletPhysicsServer3D;
class RIDBullet {
@ -50,4 +46,5 @@ public:
_FORCE_INLINE_ void _set_physics_server(BulletPhysicsServer3D *p_physicsServer) { physicsServer = p_physicsServer; }
_FORCE_INLINE_ BulletPhysicsServer3D *get_physics_server() const { return physicsServer; }
};
#endif
#endif // RID_BULLET_H

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@ -42,12 +42,6 @@
#include <BulletDynamics/Dynamics/btRigidBody.h>
#include <btBulletCollisionCommon.h>
#include <assert.h>
/**
@author AndreaCatania
*/
BulletPhysicsDirectBodyState3D *BulletPhysicsDirectBodyState3D::singleton = nullptr;
Vector3 BulletPhysicsDirectBodyState3D::get_total_gravity() const {

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@ -28,8 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef BODYBULLET_H
#define BODYBULLET_H
#ifndef RIGID_BODY_BULLET_H
#define RIGID_BODY_BULLET_H
#include "collision_object_bullet.h"
#include "space_bullet.h"
@ -37,10 +37,6 @@
#include <BulletCollision/BroadphaseCollision/btCollisionAlgorithm.h>
#include <LinearMath/btTransform.h>
/**
@author AndreaCatania
*/
class AreaBullet;
class SpaceBullet;
class btRigidBody;
@ -329,4 +325,4 @@ private:
void _internal_set_mass(real_t p_mass);
};
#endif
#endif // RIGID_BODY_BULLET_H

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@ -42,10 +42,6 @@
#include <BulletCollision/CollisionShapes/btHeightfieldTerrainShape.h>
#include <btBulletCollisionCommon.h>
/**
@author AndreaCatania
*/
ShapeBullet::ShapeBullet() {}
ShapeBullet::~ShapeBullet() {}

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@ -40,10 +40,6 @@
#include <LinearMath/btScalar.h>
#include <LinearMath/btVector3.h>
/**
@author AndreaCatania
*/
class ShapeBullet;
class btCollisionShape;
class ShapeOwnerBullet;
@ -244,4 +240,5 @@ public:
private:
void setup(real_t p_length, bool p_slips_on_slope);
};
#endif
#endif // SHAPE_BULLET_H

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@ -1,35 +0,0 @@
/*************************************************************************/
/* shape_owner_bullet.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "shape_owner_bullet.h"
/**
@author AndreaCatania
*/

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@ -33,10 +33,6 @@
#include "rid_bullet.h"
/**
@author AndreaCatania
*/
class ShapeBullet;
class btCollisionShape;
class CollisionObjectBullet;
@ -51,4 +47,5 @@ public:
virtual void remove_shape_full(class ShapeBullet *p_shape) = 0;
virtual ~ShapeOwnerBullet() {}
};
#endif
#endif // SHAPE_OWNER_BULLET_H

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@ -36,10 +36,6 @@
#include <BulletDynamics/ConstraintSolver/btSliderConstraint.h>
/**
@author AndreaCatania
*/
SliderJointBullet::SliderJointBullet(RigidBodyBullet *rbA, RigidBodyBullet *rbB, const Transform3D &frameInA, const Transform3D &frameInB) :
JointBullet() {
Transform3D scaled_AFrame(frameInA.scaled(rbA->get_body_scale()));

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@ -33,10 +33,6 @@
#include "joint_bullet.h"
/**
@author AndreaCatania
*/
class RigidBodyBullet;
class SliderJointBullet : public JointBullet {
@ -118,4 +114,5 @@ public:
void set_param(PhysicsServer3D::SliderJointParam p_param, real_t p_value);
real_t get_param(PhysicsServer3D::SliderJointParam p_param) const;
};
#endif
#endif // SLIDER_JOINT_BULLET_H

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@ -49,10 +49,6 @@
#define None 0L
#endif
/**
@author AndreaCatania
*/
class RenderingServerHandler;
class SoftBodyBullet : public CollisionObjectBullet {

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@ -54,10 +54,6 @@
#include <assert.h>
/**
@author AndreaCatania
*/
BulletPhysicsDirectSpaceState::BulletPhysicsDirectSpaceState(SpaceBullet *p_space) :
PhysicsDirectSpaceState3D(),
space(p_space) {}

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@ -43,10 +43,6 @@
#include <LinearMath/btTransform.h>
#include <LinearMath/btVector3.h>
/**
@author AndreaCatania
*/
class AreaBullet;
class btBroadphaseInterface;
class btCollisionDispatcher;
@ -220,4 +216,5 @@ private:
int add_separation_result(PhysicsServer3D::SeparationResult *r_results, const SpaceBullet::RecoverResult &p_recover_result, int p_shape_id, const btCollisionObject *p_other_object) const;
int recover_from_penetration_ray(RigidBodyBullet *p_body, const btTransform &p_body_position, btScalar p_recover_movement_scale, bool p_infinite_inertia, int p_result_max, btVector3 &r_delta_recover_movement, PhysicsServer3D::SeparationResult *r_results);
};
#endif
#endif // SPACE_BULLET_H

View File

@ -35,8 +35,6 @@
#include "servers/xr/xr_positional_tracker.h"
/**
@author Bastiaan Olij <mux213@gmail.com>
The mobile interface is a native VR interface that can be used on Android and iOS phones.
It contains a basic implementation supporting 3DOF tracking if a gyroscope and accelerometer are
present and sets up the proper projection matrices based on the values provided.
@ -160,4 +158,4 @@ public:
~MobileVRInterface();
};
#endif // !MOBILE_VR_INTERFACE_H
#endif // MOBILE_VR_INTERFACE_H

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@ -36,10 +36,6 @@
#include "navigation_mesh_generator.h"
#endif
/**
@author AndreaCatania
*/
/// Creates a struct for each function and a function that once called creates
/// an instance of that struct with the submitted parameters.
/// Then, that struct is stored in an array; the `sync` function consume that array.

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@ -40,10 +40,6 @@
#include "nav_region.h"
#include "rvo_agent.h"
/**
@author AndreaCatania
*/
/// The commands are functions executed during the `sync` phase.
#define MERGE_INTERNAL(A, B) A##B

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@ -36,10 +36,6 @@
#include <algorithm>
/**
@author AndreaCatania
*/
#define THREE_POINTS_CROSS_PRODUCT(m_a, m_b, m_c) (((m_c) - (m_a)).cross((m_b) - (m_a)))
void NavMap::set_up(Vector3 p_up) {

View File

@ -36,11 +36,8 @@
#include "core/math/math_defs.h"
#include "core/templates/map.h"
#include "nav_utils.h"
#include <KdTree.h>
/**
@author AndreaCatania
*/
#include <KdTree.h>
class NavRegion;
class RvoAgent;

View File

@ -32,10 +32,6 @@
#include "nav_map.h"
/**
@author AndreaCatania
*/
void NavRegion::set_map(NavMap *p_map) {
map = p_map;
polygons_dirty = true;

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@ -35,11 +35,8 @@
#include "nav_rid.h"
#include "nav_utils.h"
#include <vector>
/**
@author AndreaCatania
*/
#include <vector>
class NavMap;
class NavRegion;

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@ -33,10 +33,6 @@
#include "core/templates/rid.h"
/**
@author AndreaCatania
*/
class NavRid {
RID self;

View File

@ -35,10 +35,6 @@
#include <vector>
/**
@author AndreaCatania
*/
class NavRegion;
namespace gd {

View File

@ -32,10 +32,6 @@
#include "nav_map.h"
/**
@author AndreaCatania
*/
RvoAgent::RvoAgent() {
callback.id = ObjectID();
}

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@ -36,10 +36,6 @@
#include <Agent.h>
/**
@author AndreaCatania
*/
class NavMap;
class RvoAgent : public NavRid {

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@ -34,10 +34,6 @@
#include "core/io/image_loader.h"
#include "core/string/ustring.h"
/**
@author Daniel Ramirez <djrmuv@gmail.com>
*/
// Forward declare and include thirdparty headers in .cpp.
struct NSVGrasterizer;
struct NSVGimage;
@ -70,4 +66,4 @@ public:
ImageLoaderSVG();
};
#endif
#endif // IMAGE_LOADER_SVG_H

View File

@ -33,9 +33,6 @@
#include "core/io/image_loader.h"
/**
@author SaracenOne
*/
class ImageLoaderTGA : public ImageFormatLoader {
enum tga_type_e {
TGA_TYPE_NO_DATA = 0,
@ -81,4 +78,4 @@ public:
ImageLoaderTGA();
};
#endif
#endif // IMAGE_LOADER_TGA_H

View File

@ -35,8 +35,6 @@
#include "servers/xr/xr_positional_tracker.h"
/**
@author David Snopek <david.snopek@snopekgames.com>
The WebXR interface is a VR/AR interface that can be used on the web.
*/

View File

@ -36,8 +36,6 @@
#include "webxr_interface.h"
/**
@author David Snopek <david.snopek@snopekgames.com>
The WebXR interface is a VR/AR interface that can be used on the web.
*/

View File

@ -45,8 +45,8 @@ import java.util.List;
/**
* This class includes utility functions for Android permissions related operations.
* @author Cagdas Caglak <cagdascaglak@gmail.com>
*/
public final class PermissionsUtil {
private static final String TAG = PermissionsUtil.class.getSimpleName();

View File

@ -28,7 +28,6 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
//author: Andreas Haas <hondres, liugam3@gmail.com>
#ifndef JOYPAD_LINUX_H
#define JOYPAD_LINUX_H
@ -100,5 +99,6 @@ private:
Input::JoyAxisValue axis_correct(const input_absinfo *p_abs, int p_value) const;
};
#endif
#endif // JOYDEV_ENABLED
#endif // JOYPAD_LINUX_H

View File

@ -28,10 +28,6 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
/**
* @author AndreaCatania
*/
#include "skeleton_ik_3d.h"
#ifndef _3D_DISABLED

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@ -34,13 +34,10 @@
#include "scene/3d/camera_3d.h"
#include "servers/xr/xr_positional_tracker.h"
/**
@author Bastiaan Olij <mux213@gmail.com>
**/
/*
XRCamera is a subclass of camera which will register itself with its parent XROrigin and as a result is automatically positioned
*/
class XRCamera3D : public Camera3D {
GDCLASS(XRCamera3D, Camera3D);
@ -181,6 +178,7 @@ public:
Our camera and controllers will always be child nodes and thus place relative to this origin point.
This node will automatically locate any camera child nodes and update its position while our XRController3D node will handle tracked controllers.
*/
class XROrigin3D : public Node3D {
GDCLASS(XROrigin3D, Node3D);
@ -204,4 +202,4 @@ public:
~XROrigin3D() {}
};
#endif /* XR_NODES_H */
#endif // XR_NODES_H

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@ -32,9 +32,7 @@
#define CHECK_BOX_H
#include "scene/gui/button.h"
/**
@author Mariano Suligoy <marianognu.esyrpg@gmail.com>
*/
class CheckBox : public Button {
GDCLASS(CheckBox, Button);
@ -50,4 +48,4 @@ public:
~CheckBox();
};
#endif
#endif // CHECK_BOX_H

View File

@ -32,9 +32,7 @@
#define CHECK_BUTTON_H
#include "scene/gui/button.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class CheckButton : public Button {
GDCLASS(CheckButton, Button);
@ -48,4 +46,4 @@ public:
~CheckButton();
};
#endif
#endif // CHECK_BUTTON_H

View File

@ -36,11 +36,10 @@
///@TODO probably should change a few integers to unsigned integers...
/**
@author Bastiaan Olij <mux213@gmail.com>
Base class for all the classes in this file, handles a number of code functions that are shared among all meshes.
This class is set apart that it assumes a single surface is always generated for our mesh.
*/
class PrimitiveMesh : public Mesh {
GDCLASS(PrimitiveMesh, Mesh);

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@ -28,18 +28,12 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
// Author: reduzio@gmail.com (C) 2006
#ifndef EQ_FILTER_H
#define EQ_FILTER_H
#include "core/templates/vector.h"
#include "core/typedefs.h"
/**
@author Juan Linietsky
*/
class EQ {
public:
enum Preset {
@ -105,4 +99,4 @@ inline void EQ::BandProcess::process_one(float &p_data) {
history.b2 = history.b1;
}
#endif
#endif // EQ_FILTER_H

View File

@ -28,8 +28,6 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
// Author: Juan Linietsky <reduzio@gmail.com>, (C) 2006
#ifndef REVERB_H
#define REVERB_H
@ -120,4 +118,4 @@ public:
~Reverb();
};
#endif
#endif // REVERB_H

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@ -37,8 +37,6 @@
#include "servers/rendering_server.h"
/**
@author Bastiaan Olij <mux213@gmail.com>
The camera server is a singleton object that gives access to the various
camera feeds that can be used as the background for our environment.
**/
@ -111,4 +109,4 @@ public:
VARIANT_ENUM_CAST(CameraFeed::FeedDataType);
VARIANT_ENUM_CAST(CameraFeed::FeedPosition);
#endif /* !CAMERA_FEED_H */
#endif // CAMERA_FEED_H

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@ -38,8 +38,6 @@
#include "core/variant/variant.h"
/**
@author Bastiaan Olij <mux213@gmail.com>
The camera server is a singleton object that gives access to the various
camera feeds that can be used as the background for our environment.
**/
@ -113,4 +111,4 @@ public:
VARIANT_ENUM_CAST(CameraServer::FeedImage);
#endif /* CAMERA_SERVER_H */
#endif // CAMERA_SERVER_H

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@ -29,14 +29,11 @@
/*************************************************************************/
#include "servers/navigation_server_2d.h"
#include "core/math/transform_2d.h"
#include "core/math/transform_3d.h"
#include "servers/navigation_server_3d.h"
/**
@author AndreaCatania
*/
NavigationServer2D *NavigationServer2D::singleton = nullptr;
#define FORWARD_0_C(FUNC_NAME) \

View File

@ -28,12 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
/**
@author AndreaCatania
*/
#ifndef NAVIGATION_2D_SERVER_H
#define NAVIGATION_2D_SERVER_H
#ifndef NAVIGATION_SERVER_2D_H
#define NAVIGATION_SERVER_2D_H
#include "core/object/class_db.h"
#include "core/templates/rid.h"
@ -171,4 +167,4 @@ public:
virtual ~NavigationServer2D();
};
#endif
#endif // NAVIGATION_SERVER_2D_H

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@ -28,10 +28,6 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
/**
@author AndreaCatania
*/
#include "navigation_server_3d.h"
NavigationServer3D *NavigationServer3D::singleton = nullptr;

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@ -28,12 +28,8 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
/**
@author AndreaCatania
*/
#ifndef NAVIGATION_SERVER_H
#define NAVIGATION_SERVER_H
#ifndef NAVIGATION_SERVER_3D_H
#define NAVIGATION_SERVER_3D_H
#include "core/object/class_db.h"
#include "core/templates/rid.h"
@ -205,4 +201,4 @@ public:
static NavigationServer3D *new_default_server();
};
#endif
#endif // NAVIGATION_SERVER_3D_H

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@ -40,11 +40,6 @@
#include "core/variant/variant.h"
#include "servers/rendering_server.h"
#include <stdio.h>
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class ShaderRD {
//versions
CharString general_defines;
@ -173,4 +168,4 @@ public:
virtual ~ShaderRD();
};
#endif
#endif // SHADER_RD_H

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@ -39,8 +39,6 @@
struct BlitToScreen;
/**
@author Bastiaan Olij <mux213@gmail.com>
The XR interface is a template class on top of which we build interface to different AR, VR and tracking SDKs.
The idea is that we subclass this class, implement the logic, and then instantiate a singleton of each interface
when Godot starts. These instances do not initialize themselves but register themselves with the AR/VR server.
@ -138,4 +136,4 @@ VARIANT_ENUM_CAST(XRInterface::Capabilities);
VARIANT_ENUM_CAST(XRInterface::TrackingStatus);
VARIANT_ENUM_CAST(XRInterface::PlayAreaMode);
#endif // !XR_INTERFACE_H
#endif // XR_INTERFACE_H

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@ -37,8 +37,6 @@
#include "servers/xr_server.h"
/**
@author Bastiaan Olij <mux213@gmail.com>
The positional tracker object as an object that represents the position and orientation of a tracked object like a controller or headset.
An AR/VR Interface will registered the trackers it manages with our AR/VR server and update its position and orientation.
This is where potentially additional AR/VR interfaces may be active as there are AR/VR SDKs that solely deal with positional tracking.
@ -99,4 +97,4 @@ public:
VARIANT_ENUM_CAST(XRPositionalTracker::TrackerHand);
#endif
#endif // XR_POSITIONAL_TRACKER_H

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@ -41,8 +41,6 @@ class XRInterface;
class XRPositionalTracker;
/**
@author Bastiaan Olij <mux213@gmail.com>
The XR server is a singleton object that gives access to the various
objects and SDKs that are available on the system.
Because there can be multiple SDKs active this is exposed as an array
@ -193,4 +191,4 @@ public:
VARIANT_ENUM_CAST(XRServer::TrackerType);
VARIANT_ENUM_CAST(XRServer::RotationMode);
#endif
#endif // XR_SERVER_H