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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@@ -19,20 +19,16 @@ subject to the following restrictions:
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#include "LinearMath/btMatrix3x3.h"
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#include "LinearMath/btVector3.h"
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class btRigidBody;
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/// constraint class used for lateral tyre friction.
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class btSolve2LinearConstraint
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class btSolve2LinearConstraint
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{
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btScalar m_tau;
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btScalar m_damping;
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btScalar m_tau;
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btScalar m_damping;
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public:
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btSolve2LinearConstraint(btScalar tau,btScalar damping)
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btSolve2LinearConstraint(btScalar tau, btScalar damping)
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{
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m_tau = tau;
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m_damping = damping;
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@@ -40,52 +36,51 @@ public:
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//
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// solve unilateral constraint (equality, direct method)
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//
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void resolveUnilateralPairConstraint(
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btRigidBody* body0,
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void resolveUnilateralPairConstraint(
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btRigidBody* body0,
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btRigidBody* body1,
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const btMatrix3x3& world2A,
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const btMatrix3x3& world2B,
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const btVector3& invInertiaADiag,
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const btScalar invMassA,
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const btVector3& linvelA,const btVector3& angvelA,
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const btVector3& rel_posA1,
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const btVector3& invInertiaBDiag,
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const btScalar invMassB,
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const btVector3& linvelB,const btVector3& angvelB,
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const btVector3& rel_posA2,
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const btMatrix3x3& world2B,
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btScalar depthA, const btVector3& normalA,
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const btVector3& rel_posB1,const btVector3& rel_posB2,
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btScalar depthB, const btVector3& normalB,
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btScalar& imp0,btScalar& imp1);
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const btVector3& invInertiaADiag,
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const btScalar invMassA,
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const btVector3& linvelA, const btVector3& angvelA,
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const btVector3& rel_posA1,
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const btVector3& invInertiaBDiag,
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const btScalar invMassB,
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const btVector3& linvelB, const btVector3& angvelB,
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const btVector3& rel_posA2,
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btScalar depthA, const btVector3& normalA,
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const btVector3& rel_posB1, const btVector3& rel_posB2,
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btScalar depthB, const btVector3& normalB,
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btScalar& imp0, btScalar& imp1);
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//
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// solving 2x2 lcp problem (inequality, direct solution )
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//
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void resolveBilateralPairConstraint(
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btRigidBody* body0,
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btRigidBody* body1,
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btRigidBody* body0,
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btRigidBody* body1,
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const btMatrix3x3& world2A,
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const btMatrix3x3& world2B,
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const btVector3& invInertiaADiag,
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const btScalar invMassA,
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const btVector3& linvelA,const btVector3& angvelA,
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const btVector3& rel_posA1,
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const btVector3& invInertiaBDiag,
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const btScalar invMassB,
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const btVector3& linvelB,const btVector3& angvelB,
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const btVector3& rel_posA2,
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const btMatrix3x3& world2B,
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btScalar depthA, const btVector3& normalA,
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const btVector3& rel_posB1,const btVector3& rel_posB2,
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btScalar depthB, const btVector3& normalB,
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btScalar& imp0,btScalar& imp1);
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const btVector3& invInertiaADiag,
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const btScalar invMassA,
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const btVector3& linvelA, const btVector3& angvelA,
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const btVector3& rel_posA1,
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const btVector3& invInertiaBDiag,
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const btScalar invMassB,
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const btVector3& linvelB, const btVector3& angvelB,
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const btVector3& rel_posA2,
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/*
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btScalar depthA, const btVector3& normalA,
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const btVector3& rel_posB1, const btVector3& rel_posB2,
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btScalar depthB, const btVector3& normalB,
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btScalar& imp0, btScalar& imp1);
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/*
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void resolveAngularConstraint( const btMatrix3x3& invInertiaAWS,
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const btScalar invMassA,
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const btVector3& linvelA,const btVector3& angvelA,
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@@ -101,7 +96,6 @@ public:
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btScalar& imp0,btScalar& imp1);
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*/
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};
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#endif //BT_SOLVE_2LINEAR_CONSTRAINT_H
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#endif //BT_SOLVE_2LINEAR_CONSTRAINT_H
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