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
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@@ -26,45 +26,39 @@ class btCollisionWorld;
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class btDispatcher;
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class btPersistentManifold;
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///SimulationIslandManager creates and handles simulation islands, using btUnionFind
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class btSimulationIslandManager
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{
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btUnionFind m_unionFind;
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btAlignedObjectArray<btPersistentManifold*> m_islandmanifold;
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btAlignedObjectArray<btCollisionObject* > m_islandBodies;
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btAlignedObjectArray<btPersistentManifold*> m_islandmanifold;
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btAlignedObjectArray<btCollisionObject*> m_islandBodies;
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bool m_splitIslands;
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public:
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btSimulationIslandManager();
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virtual ~btSimulationIslandManager();
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void initUnionFind(int n);
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void initUnionFind(int n);
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btUnionFind& getUnionFind() { return m_unionFind;}
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btUnionFind& getUnionFind() { return m_unionFind; }
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virtual void updateActivationState(btCollisionWorld* colWorld,btDispatcher* dispatcher);
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virtual void storeIslandActivationState(btCollisionWorld* world);
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virtual void updateActivationState(btCollisionWorld* colWorld, btDispatcher* dispatcher);
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virtual void storeIslandActivationState(btCollisionWorld* world);
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void findUnions(btDispatcher* dispatcher, btCollisionWorld* colWorld);
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void findUnions(btDispatcher* dispatcher,btCollisionWorld* colWorld);
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struct IslandCallback
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struct IslandCallback
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{
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virtual ~IslandCallback() {};
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virtual ~IslandCallback(){};
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virtual void processIsland(btCollisionObject** bodies,int numBodies,class btPersistentManifold** manifolds,int numManifolds, int islandId) = 0;
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virtual void processIsland(btCollisionObject** bodies, int numBodies, class btPersistentManifold** manifolds, int numManifolds, int islandId) = 0;
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};
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void buildAndProcessIslands(btDispatcher* dispatcher,btCollisionWorld* collisionWorld, IslandCallback* callback);
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void buildAndProcessIslands(btDispatcher* dispatcher, btCollisionWorld* collisionWorld, IslandCallback* callback);
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void buildIslands(btDispatcher* dispatcher,btCollisionWorld* colWorld);
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void buildIslands(btDispatcher* dispatcher, btCollisionWorld* colWorld);
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bool getSplitIslands()
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{
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@@ -74,8 +68,6 @@ public:
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{
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m_splitIslands = doSplitIslands;
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}
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};
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#endif //BT_SIMULATION_ISLAND_MANAGER_H
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#endif //BT_SIMULATION_ISLAND_MANAGER_H
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