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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@@ -19,27 +19,25 @@ subject to the following restrictions:
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#include "BulletCollision/CollisionShapes/btTriangleIndexVertexMaterialArray.h"
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//#include "BulletCollision/CollisionShapes/btOptimizedBvh.h"
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///Obtains the material for a specific triangle
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const btMaterial * btMultimaterialTriangleMeshShape::getMaterialProperties(int partID, int triIndex)
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const btMaterial *btMultimaterialTriangleMeshShape::getMaterialProperties(int partID, int triIndex)
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{
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const unsigned char * materialBase = 0;
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int numMaterials;
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PHY_ScalarType materialType;
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int materialStride;
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const unsigned char * triangleMaterialBase = 0;
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int numTriangles;
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int triangleMaterialStride;
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PHY_ScalarType triangleType;
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const unsigned char *materialBase = 0;
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int numMaterials;
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PHY_ScalarType materialType;
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int materialStride;
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const unsigned char *triangleMaterialBase = 0;
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int numTriangles;
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int triangleMaterialStride;
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PHY_ScalarType triangleType;
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((btTriangleIndexVertexMaterialArray*)m_meshInterface)->getLockedReadOnlyMaterialBase(&materialBase, numMaterials, materialType, materialStride,
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&triangleMaterialBase, numTriangles, triangleMaterialStride, triangleType, partID);
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((btTriangleIndexVertexMaterialArray *)m_meshInterface)->getLockedReadOnlyMaterialBase(&materialBase, numMaterials, materialType, materialStride, &triangleMaterialBase, numTriangles, triangleMaterialStride, triangleType, partID);
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// return the pointer to the place with the friction for the triangle
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// TODO: This depends on whether it's a moving mesh or not
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// BUG IN GIMPACT
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//return (btScalar*)(&materialBase[triangleMaterialBase[(triIndex-1) * triangleMaterialStride] * materialStride]);
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int * matInd = (int *)(&(triangleMaterialBase[(triIndex * triangleMaterialStride)]));
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btMaterial *matVal = (btMaterial *)(&(materialBase[*matInd * materialStride]));
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return (matVal);
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// return the pointer to the place with the friction for the triangle
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// TODO: This depends on whether it's a moving mesh or not
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// BUG IN GIMPACT
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//return (btScalar*)(&materialBase[triangleMaterialBase[(triIndex-1) * triangleMaterialStride] * materialStride]);
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int *matInd = (int *)(&(triangleMaterialBase[(triIndex * triangleMaterialStride)]));
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btMaterial *matVal = (btMaterial *)(&(materialBase[*matInd * materialStride]));
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return (matVal);
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}
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