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

@@ -14,78 +14,84 @@
/// Create a btMultiBody model from URDF.
/// This is adapted from Bullet URDF loader example
class MyBtMultiBodyFromURDF {
class MyBtMultiBodyFromURDF
{
public:
/// ctor
/// @param gravity gravitational acceleration (in world frame)
/// @param base_fixed if true, the root body is treated as fixed,
/// if false, it is treated as floating
MyBtMultiBodyFromURDF(const btVector3 &gravity, const bool base_fixed)
: m_gravity(gravity), m_base_fixed(base_fixed) {
m_broadphase = 0x0;
m_dispatcher = 0x0;
m_solver = 0x0;
m_collisionConfiguration = 0x0;
m_dynamicsWorld = 0x0;
m_multibody = 0x0;
}
/// dtor
~MyBtMultiBodyFromURDF() {
delete m_dynamicsWorld;
delete m_solver;
delete m_broadphase;
delete m_dispatcher;
delete m_collisionConfiguration;
delete m_multibody;
}
/// @param name path to urdf file
void setFileName(const std::string name) { m_filename = name; }
/// load urdf file and build btMultiBody model
void init() {
this->createEmptyDynamicsWorld();
m_dynamicsWorld->setGravity(m_gravity);
BulletURDFImporter urdf_importer(&m_nogfx,0,1,0);
URDFImporterInterface &u2b(urdf_importer);
bool loadOk = u2b.loadURDF(m_filename.c_str(), m_base_fixed);
/// ctor
/// @param gravity gravitational acceleration (in world frame)
/// @param base_fixed if true, the root body is treated as fixed,
/// if false, it is treated as floating
MyBtMultiBodyFromURDF(const btVector3 &gravity, const bool base_fixed)
: m_gravity(gravity), m_base_fixed(base_fixed)
{
m_broadphase = 0x0;
m_dispatcher = 0x0;
m_solver = 0x0;
m_collisionConfiguration = 0x0;
m_dynamicsWorld = 0x0;
m_multibody = 0x0;
}
/// dtor
~MyBtMultiBodyFromURDF()
{
delete m_dynamicsWorld;
delete m_solver;
delete m_broadphase;
delete m_dispatcher;
delete m_collisionConfiguration;
delete m_multibody;
}
/// @param name path to urdf file
void setFileName(const std::string name) { m_filename = name; }
/// load urdf file and build btMultiBody model
void init()
{
this->createEmptyDynamicsWorld();
m_dynamicsWorld->setGravity(m_gravity);
BulletURDFImporter urdf_importer(&m_nogfx, 0, 1, 0);
URDFImporterInterface &u2b(urdf_importer);
bool loadOk = u2b.loadURDF(m_filename.c_str(), m_base_fixed);
if (loadOk) {
btTransform identityTrans;
identityTrans.setIdentity();
MyMultiBodyCreator creation(&m_nogfx);
const bool use_multibody = true;
ConvertURDF2Bullet(u2b, creation, identityTrans, m_dynamicsWorld, use_multibody,
u2b.getPathPrefix());
m_multibody = creation.getBulletMultiBody();
m_dynamicsWorld->stepSimulation(1. / 240., 0);
}
}
/// @return pointer to the btMultiBody model
btMultiBody *getBtMultiBody() { return m_multibody; }
if (loadOk)
{
btTransform identityTrans;
identityTrans.setIdentity();
MyMultiBodyCreator creation(&m_nogfx);
const bool use_multibody = true;
ConvertURDF2Bullet(u2b, creation, identityTrans, m_dynamicsWorld, use_multibody,
u2b.getPathPrefix());
m_multibody = creation.getBulletMultiBody();
m_dynamicsWorld->stepSimulation(1. / 240., 0);
}
}
/// @return pointer to the btMultiBody model
btMultiBody *getBtMultiBody() { return m_multibody; }
private:
// internal utility function
void createEmptyDynamicsWorld() {
m_collisionConfiguration = new btDefaultCollisionConfiguration();
// internal utility function
void createEmptyDynamicsWorld()
{
m_collisionConfiguration = new btDefaultCollisionConfiguration();
/// use the default collision dispatcher. For parallel processing you can use a diffent
/// dispatcher (see Extras/BulletMultiThreaded)
m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
m_broadphase = new btDbvtBroadphase();
m_solver = new btMultiBodyConstraintSolver;
m_dynamicsWorld = new btMultiBodyDynamicsWorld(m_dispatcher, m_broadphase, m_solver,
m_collisionConfiguration);
m_dynamicsWorld->setGravity(m_gravity);
}
/// use the default collision dispatcher. For parallel processing you can use a diffent
/// dispatcher (see Extras/BulletMultiThreaded)
m_dispatcher = new btCollisionDispatcher(m_collisionConfiguration);
m_broadphase = new btDbvtBroadphase();
m_solver = new btMultiBodyConstraintSolver;
m_dynamicsWorld = new btMultiBodyDynamicsWorld(m_dispatcher, m_broadphase, m_solver,
m_collisionConfiguration);
m_dynamicsWorld->setGravity(m_gravity);
}
btBroadphaseInterface *m_broadphase;
btCollisionDispatcher *m_dispatcher;
btMultiBodyConstraintSolver *m_solver;
btDefaultCollisionConfiguration *m_collisionConfiguration;
btMultiBodyDynamicsWorld *m_dynamicsWorld;
std::string m_filename;
DummyGUIHelper m_nogfx;
btMultiBody *m_multibody;
const btVector3 m_gravity;
const bool m_base_fixed;
btBroadphaseInterface *m_broadphase;
btCollisionDispatcher *m_dispatcher;
btMultiBodyConstraintSolver *m_solver;
btDefaultCollisionConfiguration *m_collisionConfiguration;
btMultiBodyDynamicsWorld *m_dynamicsWorld;
std::string m_filename;
DummyGUIHelper m_nogfx;
btMultiBody *m_multibody;
const btVector3 m_gravity;
const bool m_base_fixed;
};
#endif // BTMULTIBODYFROMURDF_HPP