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

@@ -3,44 +3,35 @@
#include "LinearMath/btVector3.h"
class PhysicsServer
{
public:
virtual ~PhysicsServer();
virtual void setSharedMemoryKey(int key)=0;
virtual bool connectSharedMemory( struct GUIHelperInterface* guiHelper)=0;
virtual void disconnectSharedMemory (bool deInitializeSharedMemory)=0;
virtual void setSharedMemoryKey(int key) = 0;
virtual void processClientCommands()=0;
virtual bool connectSharedMemory(struct GUIHelperInterface* guiHelper) = 0;
// virtual bool supportsJointMotor(class btMultiBody* body, int linkIndex)=0;
virtual void disconnectSharedMemory(bool deInitializeSharedMemory) = 0;
virtual void processClientCommands() = 0;
// virtual bool supportsJointMotor(class btMultiBody* body, int linkIndex)=0;
//@todo(erwincoumans) Should we have shared memory commands for picking objects?
///The pickBody method will try to pick the first body along a ray, return true if succeeds, false otherwise
virtual bool pickBody(const btVector3& rayFromWorld, const btVector3& rayToWorld){return false;}
virtual bool movePickedBody(const btVector3& rayFromWorld, const btVector3& rayToWorld){return false;}
virtual void removePickingConstraint(){}
virtual bool pickBody(const btVector3& rayFromWorld, const btVector3& rayToWorld) { return false; }
virtual bool movePickedBody(const btVector3& rayFromWorld, const btVector3& rayToWorld) { return false; }
virtual void removePickingConstraint() {}
//for physicsDebugDraw and renderScene are mainly for debugging purposes
//and for physics visualization. The idea is that physicsDebugDraw can also send wireframe
//to a physics client, over shared memory
virtual void physicsDebugDraw(int debugDrawFlags){}
virtual void renderScene(int renderFlags){}
virtual void physicsDebugDraw(int debugDrawFlags) {}
virtual void renderScene(int renderFlags) {}
virtual void enableCommandLogging(bool enable, const char* fileName){}
virtual void replayFromLogFile(const char* fileName){}
virtual void enableCommandLogging(bool enable, const char* fileName) {}
virtual void replayFromLogFile(const char* fileName) {}
};
#endif //PHYSICS_SERVER_H
#endif //PHYSICS_SERVER_H