Code-style consistency improvement:

Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files.
make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type.
This commit contains no other changes aside from adding and applying clang-format-all.sh
This commit is contained in:
erwincoumans
2018-09-23 14:17:31 -07:00
parent b73b05e9fb
commit ab8f16961e
1773 changed files with 1081087 additions and 474249 deletions

View File

@@ -6,7 +6,6 @@
#include <float.h>
#include <math.h>
/*----------------------------------------------------------------------
Copyright (c) 2004 Open Dynamics Framework Group
www.physicstools.org
@@ -53,10 +52,8 @@
namespace ConvexDecomposition
{
static void computePlane(const float *A,const float *B,const float *C,float *plane)
static void computePlane(const float *A, const float *B, const float *C, float *plane)
{
float vx = (B[0] - C[0]);
float vy = (B[1] - C[1]);
float vz = (B[2] - C[2]);
@@ -71,108 +68,104 @@ static void computePlane(const float *A,const float *B,const float *C,float *pla
float mag = sqrtf((vw_x * vw_x) + (vw_y * vw_y) + (vw_z * vw_z));
if ( mag < 0.000001f )
if (mag < 0.000001f)
{
mag = 0;
}
else
{
mag = 1.0f/mag;
mag = 1.0f / mag;
}
float x = vw_x * mag;
float y = vw_y * mag;
float z = vw_z * mag;
float D = 0.0f - ((x * A[0]) + (y * A[1]) + (z * A[2]));
float D = 0.0f - ((x*A[0])+(y*A[1])+(z*A[2]));
plane[0] = x;
plane[1] = y;
plane[2] = z;
plane[3] = D;
plane[0] = x;
plane[1] = y;
plane[2] = z;
plane[3] = D;
}
class Rect3d
{
public:
Rect3d(void) { };
Rect3d(void){};
Rect3d(const float *bmin,const float *bmax)
{
Rect3d(const float *bmin, const float *bmax)
{
mMin[0] = bmin[0];
mMin[1] = bmin[1];
mMin[2] = bmin[2];
mMin[0] = bmin[0];
mMin[1] = bmin[1];
mMin[2] = bmin[2];
mMax[0] = bmax[0];
mMax[1] = bmax[1];
mMax[2] = bmax[2];
}
mMax[0] = bmax[0];
mMax[1] = bmax[1];
mMax[2] = bmax[2];
void SetMin(const float *bmin)
{
mMin[0] = bmin[0];
mMin[1] = bmin[1];
mMin[2] = bmin[2];
}
}
void SetMax(const float *bmax)
{
mMax[0] = bmax[0];
mMax[1] = bmax[1];
mMax[2] = bmax[2];
}
void SetMin(const float *bmin)
{
mMin[0] = bmin[0];
mMin[1] = bmin[1];
mMin[2] = bmin[2];
}
void SetMax(const float *bmax)
{
mMax[0] = bmax[0];
mMax[1] = bmax[1];
mMax[2] = bmax[2];
}
void SetMin(float x,float y,float z)
void SetMin(float x, float y, float z)
{
mMin[0] = x;
mMin[1] = y;
mMin[2] = z;
}
void SetMax(float x,float y,float z)
void SetMax(float x, float y, float z)
{
mMax[0] = x;
mMax[1] = y;
mMax[2] = z;
}
float mMin[3];
float mMax[3];
float mMin[3];
float mMax[3];
};
void splitRect(unsigned int axis,
const Rect3d &source,
Rect3d &b1,
Rect3d &b2,
const float *midpoint)
const Rect3d &source,
Rect3d &b1,
Rect3d &b2,
const float *midpoint)
{
switch ( axis )
switch (axis)
{
case 0:
b1.SetMin(source.mMin);
b1.SetMax( midpoint[0], source.mMax[1], source.mMax[2] );
b1.SetMax(midpoint[0], source.mMax[1], source.mMax[2]);
b2.SetMin( midpoint[0], source.mMin[1], source.mMin[2] );
b2.SetMin(midpoint[0], source.mMin[1], source.mMin[2]);
b2.SetMax(source.mMax);
break;
case 1:
b1.SetMin(source.mMin);
b1.SetMax( source.mMax[0], midpoint[1], source.mMax[2] );
b1.SetMax(source.mMax[0], midpoint[1], source.mMax[2]);
b2.SetMin( source.mMin[0], midpoint[1], source.mMin[2] );
b2.SetMin(source.mMin[0], midpoint[1], source.mMin[2]);
b2.SetMax(source.mMax);
break;
case 2:
b1.SetMin(source.mMin);
b1.SetMax( source.mMax[0], source.mMax[1], midpoint[2] );
b1.SetMax(source.mMax[0], source.mMax[1], midpoint[2]);
b2.SetMin( source.mMin[0], source.mMin[1], midpoint[2] );
b2.SetMin(source.mMin[0], source.mMin[1], midpoint[2]);
b2.SetMax(source.mMax);
break;
@@ -180,127 +173,122 @@ void splitRect(unsigned int axis,
}
bool computeSplitPlane(unsigned int vcount,
const float *vertices,
unsigned int tcount,
const unsigned int *indices,
ConvexDecompInterface *callback,
float *plane)
const float *vertices,
unsigned int tcount,
const unsigned int *indices,
ConvexDecompInterface *callback,
float *plane)
{
float bmin[3] = { 1e9, 1e9, 1e9 };
float bmax[3] = { -1e9, -1e9, -1e9 };
float bmin[3] = {1e9, 1e9, 1e9};
float bmax[3] = {-1e9, -1e9, -1e9};
for (unsigned int i=0; i<vcount; i++)
{
const float *p = &vertices[i*3];
for (unsigned int i = 0; i < vcount; i++)
{
const float *p = &vertices[i * 3];
if ( p[0] < bmin[0] ) bmin[0] = p[0];
if ( p[1] < bmin[1] ) bmin[1] = p[1];
if ( p[2] < bmin[2] ) bmin[2] = p[2];
if (p[0] < bmin[0]) bmin[0] = p[0];
if (p[1] < bmin[1]) bmin[1] = p[1];
if (p[2] < bmin[2]) bmin[2] = p[2];
if ( p[0] > bmax[0] ) bmax[0] = p[0];
if ( p[1] > bmax[1] ) bmax[1] = p[1];
if ( p[2] > bmax[2] ) bmax[2] = p[2];
}
float dx = bmax[0] - bmin[0];
float dy = bmax[1] - bmin[1];
float dz = bmax[2] - bmin[2];
if (p[0] > bmax[0]) bmax[0] = p[0];
if (p[1] > bmax[1]) bmax[1] = p[1];
if (p[2] > bmax[2]) bmax[2] = p[2];
}
float dx = bmax[0] - bmin[0];
float dy = bmax[1] - bmin[1];
float dz = bmax[2] - bmin[2];
float laxis = dx;
unsigned int axis = 0;
if ( dy > dx )
if (dy > dx)
{
axis = 1;
laxis = dy;
}
if ( dz > dx && dz > dy )
if (dz > dx && dz > dy)
{
axis = 2;
laxis = dz;
}
float p1[3];
float p2[3];
float p3[3];
float p1[3];
float p2[3];
float p3[3];
p3[0] = p2[0] = p1[0] = bmin[0] + dx*0.5f;
p3[1] = p2[1] = p1[1] = bmin[1] + dy*0.5f;
p3[2] = p2[2] = p1[2] = bmin[2] + dz*0.5f;
p3[0] = p2[0] = p1[0] = bmin[0] + dx * 0.5f;
p3[1] = p2[1] = p1[1] = bmin[1] + dy * 0.5f;
p3[2] = p2[2] = p1[2] = bmin[2] + dz * 0.5f;
Rect3d b(bmin,bmax);
Rect3d b(bmin, bmax);
Rect3d b1,b2;
Rect3d b1, b2;
splitRect(axis,b,b1,b2,p1);
splitRect(axis, b, b1, b2, p1);
// callback->ConvexDebugBound(b1.mMin,b1.mMax,0x00FF00);
// callback->ConvexDebugBound(b2.mMin,b2.mMax,0xFFFF00);
// callback->ConvexDebugBound(b1.mMin,b1.mMax,0x00FF00);
// callback->ConvexDebugBound(b2.mMin,b2.mMax,0xFFFF00);
switch (axis)
{
case 0:
p2[1] = bmin[1];
p2[2] = bmin[2];
switch ( axis )
{
case 0:
p2[1] = bmin[1];
p2[2] = bmin[2];
if (dz > dy)
{
p3[1] = bmax[1];
p3[2] = bmin[2];
}
else
{
p3[1] = bmin[1];
p3[2] = bmax[2];
}
if ( dz > dy )
{
p3[1] = bmax[1];
p3[2] = bmin[2];
}
else
{
p3[1] = bmin[1];
p3[2] = bmax[2];
}
break;
case 1:
p2[0] = bmin[0];
p2[2] = bmin[2];
break;
case 1:
p2[0] = bmin[0];
p2[2] = bmin[2];
if (dx > dz)
{
p3[0] = bmax[0];
p3[2] = bmin[2];
}
else
{
p3[0] = bmin[0];
p3[2] = bmax[2];
}
if ( dx > dz )
{
p3[0] = bmax[0];
p3[2] = bmin[2];
}
else
{
p3[0] = bmin[0];
p3[2] = bmax[2];
}
break;
case 2:
p2[0] = bmin[0];
p2[1] = bmin[1];
break;
case 2:
p2[0] = bmin[0];
p2[1] = bmin[1];
if (dx > dy)
{
p3[0] = bmax[0];
p3[1] = bmin[1];
}
else
{
p3[0] = bmin[0];
p3[1] = bmax[1];
}
if ( dx > dy )
{
p3[0] = bmax[0];
p3[1] = bmin[1];
}
else
{
p3[0] = bmin[0];
p3[1] = bmax[1];
}
break;
}
break;
}
// callback->ConvexDebugTri(p1,p2,p3,0xFF0000);
// callback->ConvexDebugTri(p1,p2,p3,0xFF0000);
computePlane(p1,p2,p3,plane);
return true;
computePlane(p1, p2, p3, plane);
return true;
}
}
} // namespace ConvexDecomposition