Update some dead links in the codebase
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6 changed files with 7 additions and 7 deletions
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@ -38,7 +38,7 @@
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*/
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// based on the very nice implementation of rb-trees by:
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// http://web.mit.edu/~emin/www/source_code/red_black_tree/index.html
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// https://web.archive.org/web/20120507164830/http://web.mit.edu/~emin/www/source_code/red_black_tree/index.html
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template <class K, class V, class C = Comparator<K>, class A = DefaultAllocator>
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class Map {
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@ -302,8 +302,8 @@ Vector<Plane> CameraMatrix::get_projection_planes(const Transform &p_transform)
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/** Fast Plane Extraction from combined modelview/projection matrices.
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* References:
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* http://www.markmorley.com/opengl/frustumculling.html
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* http://www2.ravensoft.com/users/ggribb/plane%20extraction.pdf
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* https://web.archive.org/web/20011221205252/http://www.markmorley.com/opengl/frustumculling.html
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* https://web.archive.org/web/20061020020112/http://www2.ravensoft.com/users/ggribb/plane%20extraction.pdf
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*/
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Vector<Plane> planes;
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@ -39,7 +39,7 @@
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*/
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// based on the very nice implementation of rb-trees by:
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// http://web.mit.edu/~emin/www/source_code/red_black_tree/index.html
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// https://web.archive.org/web/20120507164830/http://web.mit.edu/~emin/www/source_code/red_black_tree/index.html
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template <class T, class C = Comparator<T>, class A = DefaultAllocator>
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class Set {
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@ -305,7 +305,7 @@ public:
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void reload_axis_lock();
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/// Doc:
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/// http://www.bulletphysics.org/mediawiki-1.5.8/index.php?title=Anti_tunneling_by_Motion_Clamping
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/// https://web.archive.org/web/20180404091446/http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Anti_tunneling_by_Motion_Clamping
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void set_continuous_collision_detection(bool p_enable);
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bool is_continuous_collision_detection_enabled() const;
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@ -70,7 +70,7 @@
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* documentation for any purpose is hereby granted without fee, provided that
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* the above copyright notice and this license appear in all source copies.
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* THIS SOFTWARE IS PROVIDED "AS IS" WITHOUT EXPRESS OR IMPLIED WARRANTY OF
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* ANY KIND. See http://www.dspguru.com/wol.htm for more information.
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* ANY KIND. See https://dspguru.com/wide-open-license/ for more information.
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*
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*****************************************************************************/
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@ -673,7 +673,7 @@ public IEnumerable<Point3D> GetCellsOnRay(Ray ray, int maxDepth)
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// "A Fast Voxel Traversal Algorithm for Ray Tracing"
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// John Amanatides, Andrew Woo
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// http://www.cse.yorku.ca/~amana/research/grid.pdf
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// http://www.devmaster.net/articles/raytracing_series/A%20faster%20voxel%20traversal%20algorithm%20for%20ray%20tracing.pdf
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// https://web.archive.org/web/20100616193049/http://www.devmaster.net/articles/raytracing_series/A%20faster%20voxel%20traversal%20algorithm%20for%20ray%20tracing.pdf
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// NOTES:
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// * This code assumes that the ray's position and direction are in 'cell coordinates', which means
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