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

@@ -15,81 +15,76 @@ subject to the following restrictions:
#include "b3TriangleIndexVertexArray.h"
b3TriangleIndexVertexArray::b3TriangleIndexVertexArray(int numTriangles,int* triangleIndexBase,int triangleIndexStride,int numVertices,b3Scalar* vertexBase,int vertexStride)
: m_hasAabb(0)
b3TriangleIndexVertexArray::b3TriangleIndexVertexArray(int numTriangles, int* triangleIndexBase, int triangleIndexStride, int numVertices, b3Scalar* vertexBase, int vertexStride)
: m_hasAabb(0)
{
b3IndexedMesh mesh;
mesh.m_numTriangles = numTriangles;
mesh.m_triangleIndexBase = (const unsigned char *)triangleIndexBase;
mesh.m_triangleIndexBase = (const unsigned char*)triangleIndexBase;
mesh.m_triangleIndexStride = triangleIndexStride;
mesh.m_numVertices = numVertices;
mesh.m_vertexBase = (const unsigned char *)vertexBase;
mesh.m_vertexBase = (const unsigned char*)vertexBase;
mesh.m_vertexStride = vertexStride;
addIndexedMesh(mesh);
}
b3TriangleIndexVertexArray::~b3TriangleIndexVertexArray()
{
}
void b3TriangleIndexVertexArray::getLockedVertexIndexBase(unsigned char **vertexbase, int& numverts,PHY_ScalarType& type, int& vertexStride,unsigned char **indexbase,int & indexstride,int& numfaces,PHY_ScalarType& indicestype,int subpart)
void b3TriangleIndexVertexArray::getLockedVertexIndexBase(unsigned char** vertexbase, int& numverts, PHY_ScalarType& type, int& vertexStride, unsigned char** indexbase, int& indexstride, int& numfaces, PHY_ScalarType& indicestype, int subpart)
{
b3Assert(subpart< getNumSubParts() );
b3Assert(subpart < getNumSubParts());
b3IndexedMesh& mesh = m_indexedMeshes[subpart];
numverts = mesh.m_numVertices;
(*vertexbase) = (unsigned char *) mesh.m_vertexBase;
(*vertexbase) = (unsigned char*)mesh.m_vertexBase;
type = mesh.m_vertexType;
type = mesh.m_vertexType;
vertexStride = mesh.m_vertexStride;
numfaces = mesh.m_numTriangles;
(*indexbase) = (unsigned char *)mesh.m_triangleIndexBase;
(*indexbase) = (unsigned char*)mesh.m_triangleIndexBase;
indexstride = mesh.m_triangleIndexStride;
indicestype = mesh.m_indexType;
}
void b3TriangleIndexVertexArray::getLockedReadOnlyVertexIndexBase(const unsigned char **vertexbase, int& numverts,PHY_ScalarType& type, int& vertexStride,const unsigned char **indexbase,int & indexstride,int& numfaces,PHY_ScalarType& indicestype,int subpart) const
void b3TriangleIndexVertexArray::getLockedReadOnlyVertexIndexBase(const unsigned char** vertexbase, int& numverts, PHY_ScalarType& type, int& vertexStride, const unsigned char** indexbase, int& indexstride, int& numfaces, PHY_ScalarType& indicestype, int subpart) const
{
const b3IndexedMesh& mesh = m_indexedMeshes[subpart];
numverts = mesh.m_numVertices;
(*vertexbase) = (const unsigned char *)mesh.m_vertexBase;
(*vertexbase) = (const unsigned char*)mesh.m_vertexBase;
type = mesh.m_vertexType;
type = mesh.m_vertexType;
vertexStride = mesh.m_vertexStride;
numfaces = mesh.m_numTriangles;
(*indexbase) = (const unsigned char *)mesh.m_triangleIndexBase;
(*indexbase) = (const unsigned char*)mesh.m_triangleIndexBase;
indexstride = mesh.m_triangleIndexStride;
indicestype = mesh.m_indexType;
}
bool b3TriangleIndexVertexArray::hasPremadeAabb() const
bool b3TriangleIndexVertexArray::hasPremadeAabb() const
{
return (m_hasAabb == 1);
}
void b3TriangleIndexVertexArray::setPremadeAabb(const b3Vector3& aabbMin, const b3Vector3& aabbMax ) const
void b3TriangleIndexVertexArray::setPremadeAabb(const b3Vector3& aabbMin, const b3Vector3& aabbMax) const
{
m_aabbMin = aabbMin;
m_aabbMax = aabbMax;
m_hasAabb = 1; // this is intentionally an int see notes in header
m_hasAabb = 1; // this is intentionally an int see notes in header
}
void b3TriangleIndexVertexArray::getPremadeAabb(b3Vector3* aabbMin, b3Vector3* aabbMax ) const
void b3TriangleIndexVertexArray::getPremadeAabb(b3Vector3* aabbMin, b3Vector3* aabbMax) const
{
*aabbMin = m_aabbMin;
*aabbMax = m_aabbMax;
}