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

@@ -9,25 +9,22 @@ class PhysicsServerSharedMemory : public PhysicsServer
struct PhysicsServerSharedMemoryInternalData* m_data;
protected:
void releaseSharedMemory();
void releaseSharedMemory();
public:
PhysicsServerSharedMemory(struct CommandProcessorCreationInterface* commandProcessorCreator, class SharedMemoryInterface* sharedMem, int bla);
virtual ~PhysicsServerSharedMemory();
virtual void setSharedMemoryKey(int key);
//todo: implement option to allocated shared memory from client
virtual bool connectSharedMemory( struct GUIHelperInterface* guiHelper);
virtual void disconnectSharedMemory (bool deInitializeSharedMemory);
//todo: implement option to allocated shared memory from client
virtual bool connectSharedMemory(struct GUIHelperInterface* guiHelper);
virtual void disconnectSharedMemory(bool deInitializeSharedMemory);
virtual void processClientCommands();
virtual void stepSimulationRealTime(double dtInSec,const struct b3VRControllerEvent* vrEvents, int numVREvents, const struct b3KeyboardEvent* keyEvents, int numKeyEvents, const struct b3MouseEvent* mouseEvents, int numMouseEvents);
virtual void stepSimulationRealTime(double dtInSec, const struct b3VRControllerEvent* vrEvents, int numVREvents, const struct b3KeyboardEvent* keyEvents, int numKeyEvents, const struct b3MouseEvent* mouseEvents, int numMouseEvents);
virtual void enableRealTimeSimulation(bool enableRealTimeSim);
virtual bool isRealTimeSimulationEnabled() const;
@@ -36,7 +33,6 @@ public:
//bool supportsJointMotor(class btMultiBody* body, int linkIndex);
///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);
virtual bool movePickedBody(const btVector3& rayFromWorld, const btVector3& rayToWorld);
@@ -48,22 +44,15 @@ public:
virtual const btQuaternion& getVRTeleportOrientation() const;
virtual void setVRTeleportOrientation(const btQuaternion& vrTeleportOrn);
//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
void physicsDebugDraw(int debugDrawFlags);
void renderScene(int renderFlags);
void syncPhysicsToGraphics();
void physicsDebugDraw(int debugDrawFlags);
void renderScene(int renderFlags);
void syncPhysicsToGraphics();
void enableCommandLogging(bool enable, const char* fileName);
void replayFromLogFile(const char* fileName);
};
#endif //PHYSICS_SERVER_EXAMPLESHARED_MEMORY_H
#endif //PHYSICS_SERVER_EXAMPLESHARED_MEMORY_H