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

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