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

@@ -12,20 +12,15 @@ struct SharedMemLines
btVector3 m_color;
};
///todo: naming. Perhaps PhysicsSdkCommandprocessor?
class PhysicsServerCommandProcessor : public CommandProcessorInterface
{
struct PhysicsServerCommandProcessorInternalData* m_data;
void resetSimulation();
void createThreadPool();
protected:
bool processStateLoggingCommand(const struct SharedMemoryCommand& clientCmd, struct SharedMemoryStatus& serverStatusOut, char* bufferServerToClient, int bufferSizeInBytes);
bool processRequestCameraImageCommand(const struct SharedMemoryCommand& clientCmd, struct SharedMemoryStatus& serverStatusOut, char* bufferServerToClient, int bufferSizeInBytes);
bool processSaveWorldCommand(const struct SharedMemoryCommand& clientCmd, struct SharedMemoryStatus& serverStatusOut, char* bufferServerToClient, int bufferSizeInBytes);
@@ -95,13 +90,13 @@ protected:
bool loadSdf(const char* fileName, char* bufferServerToClient, int bufferSizeInBytes, bool useMultiBody, int flags, btScalar globalScaling);
bool loadUrdf(const char* fileName, const class btVector3& pos, const class btQuaternion& orn,
bool useMultiBody, bool useFixedBase, int* bodyUniqueIdPtr, char* bufferServerToClient, int bufferSizeInBytes, int flags, btScalar globalScaling);
bool useMultiBody, bool useFixedBase, int* bodyUniqueIdPtr, char* bufferServerToClient, int bufferSizeInBytes, int flags, btScalar globalScaling);
bool loadMjcf(const char* fileName, char* bufferServerToClient, int bufferSizeInBytes, bool useMultiBody, int flags);
bool processImportedObjects(const char* fileName, char* bufferServerToClient, int bufferSizeInBytes, bool useMultiBody, int flags, class URDFImporterInterface& u2b);
bool supportsJointMotor(class btMultiBody* body, int linkIndex);
bool supportsJointMotor(class btMultiBody* body, int linkIndex);
int createBodyInfoStream(int bodyUniqueId, char* bufferServerToClient, int bufferSizeInBytes);
void deleteCachedInverseDynamicsBodies();
@@ -112,7 +107,7 @@ public:
PhysicsServerCommandProcessor();
virtual ~PhysicsServerCommandProcessor();
void createJointMotors(class btMultiBody* body);
void createJointMotors(class btMultiBody* body);
virtual void createEmptyDynamicsWorld();
virtual void deleteDynamicsWorld();
@@ -137,11 +132,10 @@ public:
};
virtual void renderScene(int renderFlags);
virtual void physicsDebugDraw(int debugDrawFlags);
virtual void physicsDebugDraw(int debugDrawFlags);
virtual void setGuiHelper(struct GUIHelperInterface* guiHelper);
virtual void syncPhysicsToGraphics();
//@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);
@@ -151,7 +145,7 @@ public:
//logging /playback the shared memory commands
virtual void enableCommandLogging(bool enable, const char* fileName);
virtual void replayFromLogFile(const char* fileName);
virtual void replayLogCommand(char* bufferServerToClient, int bufferSizeInBytes );
virtual void replayLogCommand(char* bufferServerToClient, int bufferSizeInBytes);
//logging of object states (position etc)
virtual void reportNotifications();
@@ -160,7 +154,7 @@ public:
void logObjectStates(btScalar timeStep);
void processCollisionForces(btScalar timeStep);
virtual void stepSimulationRealTime(double dtInSec,const struct b3VRControllerEvent* vrControllerEvents, int numVRControllerEvents, const struct b3KeyboardEvent* keyEvents, int numKeyEvents, const struct b3MouseEvent* mouseEvents, int numMouseEvents);
virtual void stepSimulationRealTime(double dtInSec, const struct b3VRControllerEvent* vrControllerEvents, int numVRControllerEvents, const struct b3KeyboardEvent* keyEvents, int numKeyEvents, const struct b3MouseEvent* mouseEvents, int numMouseEvents);
virtual void enableRealTimeSimulation(bool enableRealTimeSim);
virtual bool isRealTimeSimulationEnabled() const;
@@ -179,4 +173,4 @@ private:
void addTransformChangedNotifications();
};
#endif //PHYSICS_SERVER_COMMAND_PROCESSOR_H
#endif //PHYSICS_SERVER_COMMAND_PROCESSOR_H