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

@@ -20,62 +20,59 @@ subject to the following restrictions:
#include "LinearMath/btAlignedObjectArray.h"
#include "LinearMath/btScalar.h"
///The btIndexedMesh indexes a single vertex and index array. Multiple btIndexedMesh objects can be passed into a btTriangleIndexVertexArray using addIndexedMesh.
///Instead of the number of indices, we pass the number of triangles.
ATTRIBUTE_ALIGNED16( struct) btIndexedMesh
ATTRIBUTE_ALIGNED16(struct)
btIndexedMesh
{
BT_DECLARE_ALIGNED_ALLOCATOR();
int m_numTriangles;
const unsigned char * m_triangleIndexBase;
// Size in byte of the indices for one triangle (3*sizeof(index_type) if the indices are tightly packed)
int m_triangleIndexStride;
int m_numVertices;
const unsigned char * m_vertexBase;
// Size of a vertex, in bytes
int m_vertexStride;
int m_numTriangles;
const unsigned char* m_triangleIndexBase;
// Size in byte of the indices for one triangle (3*sizeof(index_type) if the indices are tightly packed)
int m_triangleIndexStride;
int m_numVertices;
const unsigned char* m_vertexBase;
// Size of a vertex, in bytes
int m_vertexStride;
// The index type is set when adding an indexed mesh to the
// btTriangleIndexVertexArray, do not set it manually
PHY_ScalarType m_indexType;
// The index type is set when adding an indexed mesh to the
// btTriangleIndexVertexArray, do not set it manually
PHY_ScalarType m_indexType;
// The vertex type has a default type similar to Bullet's precision mode (float or double)
// but can be set manually if you for example run Bullet with double precision but have
// mesh data in single precision..
PHY_ScalarType m_vertexType;
// The vertex type has a default type similar to Bullet's precision mode (float or double)
// but can be set manually if you for example run Bullet with double precision but have
// mesh data in single precision..
PHY_ScalarType m_vertexType;
btIndexedMesh()
:m_indexType(PHY_INTEGER),
btIndexedMesh()
: m_indexType(PHY_INTEGER),
#ifdef BT_USE_DOUBLE_PRECISION
m_vertexType(PHY_DOUBLE)
#else // BT_USE_DOUBLE_PRECISION
m_vertexType(PHY_FLOAT)
#endif // BT_USE_DOUBLE_PRECISION
{
}
}
;
m_vertexType(PHY_DOUBLE)
#else // BT_USE_DOUBLE_PRECISION
m_vertexType(PHY_FLOAT)
#endif // BT_USE_DOUBLE_PRECISION
{
}
};
typedef btAlignedObjectArray<btIndexedMesh> IndexedMeshArray;
typedef btAlignedObjectArray<btIndexedMesh> IndexedMeshArray;
///The btTriangleIndexVertexArray allows to access multiple triangle meshes, by indexing into existing triangle/index arrays.
///Additional meshes can be added using addIndexedMesh
///No duplicate is made of the vertex/index data, it only indexes into external vertex/index arrays.
///So keep those arrays around during the lifetime of this btTriangleIndexVertexArray.
ATTRIBUTE_ALIGNED16( class) btTriangleIndexVertexArray : public btStridingMeshInterface
ATTRIBUTE_ALIGNED16(class)
btTriangleIndexVertexArray : public btStridingMeshInterface
{
protected:
IndexedMeshArray m_indexedMeshes;
IndexedMeshArray m_indexedMeshes;
int m_pad[2];
mutable int m_hasAabb; // using int instead of bool to maintain alignment
mutable int m_hasAabb; // using int instead of bool to maintain alignment
mutable btVector3 m_aabbMin;
mutable btVector3 m_aabbMax;
public:
BT_DECLARE_ALIGNED_ALLOCATOR();
btTriangleIndexVertexArray() : m_hasAabb(0)
@@ -85,49 +82,47 @@ public:
virtual ~btTriangleIndexVertexArray();
//just to be backwards compatible
btTriangleIndexVertexArray(int numTriangles,int* triangleIndexBase,int triangleIndexStride,int numVertices,btScalar* vertexBase,int vertexStride);
void addIndexedMesh(const btIndexedMesh& mesh, PHY_ScalarType indexType = PHY_INTEGER)
btTriangleIndexVertexArray(int numTriangles, int* triangleIndexBase, int triangleIndexStride, int numVertices, btScalar* vertexBase, int vertexStride);
void addIndexedMesh(const btIndexedMesh& mesh, PHY_ScalarType indexType = PHY_INTEGER)
{
m_indexedMeshes.push_back(mesh);
m_indexedMeshes[m_indexedMeshes.size()-1].m_indexType = indexType;
m_indexedMeshes[m_indexedMeshes.size() - 1].m_indexType = indexType;
}
virtual void getLockedVertexIndexBase(unsigned char **vertexbase, int& numverts,PHY_ScalarType& type, int& vertexStride,unsigned char **indexbase,int & indexstride,int& numfaces,PHY_ScalarType& indicestype,int subpart=0);
virtual void 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=0) const;
virtual void getLockedVertexIndexBase(unsigned char** vertexbase, int& numverts, PHY_ScalarType& type, int& vertexStride, unsigned char** indexbase, int& indexstride, int& numfaces, PHY_ScalarType& indicestype, int subpart = 0);
virtual void 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 = 0) const;
/// unLockVertexBase finishes the access to a subpart of the triangle mesh
/// make a call to unLockVertexBase when the read and write access (using getLockedVertexIndexBase) is finished
virtual void unLockVertexBase(int subpart) {(void)subpart;}
virtual void unLockVertexBase(int subpart) { (void)subpart; }
virtual void unLockReadOnlyVertexBase(int subpart) const {(void)subpart;}
virtual void unLockReadOnlyVertexBase(int subpart) const { (void)subpart; }
/// getNumSubParts returns the number of seperate subparts
/// each subpart has a continuous array of vertices and indices
virtual int getNumSubParts() const {
virtual int getNumSubParts() const
{
return (int)m_indexedMeshes.size();
}
IndexedMeshArray& getIndexedMeshArray()
IndexedMeshArray& getIndexedMeshArray()
{
return m_indexedMeshes;
}
const IndexedMeshArray& getIndexedMeshArray() const
const IndexedMeshArray& getIndexedMeshArray() const
{
return m_indexedMeshes;
}
virtual void preallocateVertices(int numverts){(void) numverts;}
virtual void preallocateIndices(int numindices){(void) numindices;}
virtual void preallocateVertices(int numverts) { (void)numverts; }
virtual void preallocateIndices(int numindices) { (void)numindices; }
virtual bool hasPremadeAabb() const;
virtual void setPremadeAabb(const btVector3& aabbMin, const btVector3& aabbMax ) const;
virtual void getPremadeAabb(btVector3* aabbMin, btVector3* aabbMax ) const;
virtual bool hasPremadeAabb() const;
virtual void setPremadeAabb(const btVector3& aabbMin, const btVector3& aabbMax) const;
virtual void getPremadeAabb(btVector3 * aabbMin, btVector3 * aabbMax) const;
};
}
;
#endif //BT_TRIANGLE_INDEX_VERTEX_ARRAY_H
#endif //BT_TRIANGLE_INDEX_VERTEX_ARRAY_H