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

@@ -16,7 +16,7 @@ subject to the following restrictions:
#ifndef BT_SOLVER_BODY_H
#define BT_SOLVER_BODY_H
class btRigidBody;
class btRigidBody;
#include "LinearMath/btVector3.h"
#include "LinearMath/btMatrix3x3.h"
@@ -26,103 +26,99 @@ class btRigidBody;
///Until we get other contributions, only use SIMD on Windows, when using Visual Studio 2008 or later, and not double precision
#ifdef BT_USE_SSE
#define USE_SIMD 1
#endif //
#endif //
#ifdef USE_SIMD
struct btSimdScalar
struct btSimdScalar
{
SIMD_FORCE_INLINE btSimdScalar()
{
}
SIMD_FORCE_INLINE btSimdScalar(float fl)
:m_vec128 (_mm_set1_ps(fl))
SIMD_FORCE_INLINE btSimdScalar()
{
}
SIMD_FORCE_INLINE btSimdScalar(__m128 v128)
:m_vec128(v128)
SIMD_FORCE_INLINE btSimdScalar(float fl)
: m_vec128(_mm_set1_ps(fl))
{
}
union
SIMD_FORCE_INLINE btSimdScalar(__m128 v128)
: m_vec128(v128)
{
__m128 m_vec128;
float m_floats[4];
int m_ints[4];
btScalar m_unusedPadding;
}
union {
__m128 m_vec128;
float m_floats[4];
int m_ints[4];
btScalar m_unusedPadding;
};
SIMD_FORCE_INLINE __m128 get128()
SIMD_FORCE_INLINE __m128 get128()
{
return m_vec128;
}
SIMD_FORCE_INLINE const __m128 get128() const
SIMD_FORCE_INLINE const __m128 get128() const
{
return m_vec128;
}
SIMD_FORCE_INLINE void set128(__m128 v128)
SIMD_FORCE_INLINE void set128(__m128 v128)
{
m_vec128 = v128;
}
SIMD_FORCE_INLINE operator __m128()
{
return m_vec128;
SIMD_FORCE_INLINE operator __m128()
{
return m_vec128;
}
SIMD_FORCE_INLINE operator const __m128() const
{
return m_vec128;
}
SIMD_FORCE_INLINE operator float() const
{
return m_floats[0];
SIMD_FORCE_INLINE operator const __m128() const
{
return m_vec128;
}
SIMD_FORCE_INLINE operator float() const
{
return m_floats[0];
}
};
///@brief Return the elementwise product of two btSimdScalar
SIMD_FORCE_INLINE btSimdScalar
operator*(const btSimdScalar& v1, const btSimdScalar& v2)
SIMD_FORCE_INLINE btSimdScalar
operator*(const btSimdScalar& v1, const btSimdScalar& v2)
{
return btSimdScalar(_mm_mul_ps(v1.get128(),v2.get128()));
return btSimdScalar(_mm_mul_ps(v1.get128(), v2.get128()));
}
///@brief Return the elementwise product of two btSimdScalar
SIMD_FORCE_INLINE btSimdScalar
operator+(const btSimdScalar& v1, const btSimdScalar& v2)
SIMD_FORCE_INLINE btSimdScalar
operator+(const btSimdScalar& v1, const btSimdScalar& v2)
{
return btSimdScalar(_mm_add_ps(v1.get128(),v2.get128()));
return btSimdScalar(_mm_add_ps(v1.get128(), v2.get128()));
}
#else
#define btSimdScalar btScalar
#endif
///The btSolverBody is an internal datastructure for the constraint solver. Only necessary data is packed to increase cache coherence/performance.
ATTRIBUTE_ALIGNED16 (struct) btSolverBody
ATTRIBUTE_ALIGNED16(struct)
btSolverBody
{
BT_DECLARE_ALIGNED_ALLOCATOR();
btTransform m_worldTransform;
btVector3 m_deltaLinearVelocity;
btVector3 m_deltaAngularVelocity;
btVector3 m_angularFactor;
btVector3 m_linearFactor;
btVector3 m_invMass;
btVector3 m_pushVelocity;
btVector3 m_turnVelocity;
btVector3 m_linearVelocity;
btVector3 m_angularVelocity;
btVector3 m_externalForceImpulse;
btVector3 m_externalTorqueImpulse;
btTransform m_worldTransform;
btVector3 m_deltaLinearVelocity;
btVector3 m_deltaAngularVelocity;
btVector3 m_angularFactor;
btVector3 m_linearFactor;
btVector3 m_invMass;
btVector3 m_pushVelocity;
btVector3 m_turnVelocity;
btVector3 m_linearVelocity;
btVector3 m_angularVelocity;
btVector3 m_externalForceImpulse;
btVector3 m_externalTorqueImpulse;
btRigidBody* m_originalBody;
void setWorldTransform(const btTransform& worldTransform)
btRigidBody* m_originalBody;
void setWorldTransform(const btTransform& worldTransform)
{
m_worldTransform = worldTransform;
}
@@ -131,56 +127,50 @@ ATTRIBUTE_ALIGNED16 (struct) btSolverBody
{
return m_worldTransform;
}
SIMD_FORCE_INLINE void getVelocityInLocalPointNoDelta(const btVector3& rel_pos, btVector3& velocity ) const
SIMD_FORCE_INLINE void getVelocityInLocalPointNoDelta(const btVector3& rel_pos, btVector3& velocity) const
{
if (m_originalBody)
velocity = m_linearVelocity + m_externalForceImpulse + (m_angularVelocity+m_externalTorqueImpulse).cross(rel_pos);
velocity = m_linearVelocity + m_externalForceImpulse + (m_angularVelocity + m_externalTorqueImpulse).cross(rel_pos);
else
velocity.setValue(0,0,0);
velocity.setValue(0, 0, 0);
}
SIMD_FORCE_INLINE void getVelocityInLocalPointObsolete(const btVector3& rel_pos, btVector3& velocity ) const
SIMD_FORCE_INLINE void getVelocityInLocalPointObsolete(const btVector3& rel_pos, btVector3& velocity) const
{
if (m_originalBody)
velocity = m_linearVelocity+m_deltaLinearVelocity + (m_angularVelocity+m_deltaAngularVelocity).cross(rel_pos);
velocity = m_linearVelocity + m_deltaLinearVelocity + (m_angularVelocity + m_deltaAngularVelocity).cross(rel_pos);
else
velocity.setValue(0,0,0);
velocity.setValue(0, 0, 0);
}
SIMD_FORCE_INLINE void getAngularVelocity(btVector3& angVel) const
SIMD_FORCE_INLINE void getAngularVelocity(btVector3 & angVel) const
{
if (m_originalBody)
angVel =m_angularVelocity+m_deltaAngularVelocity;
angVel = m_angularVelocity + m_deltaAngularVelocity;
else
angVel.setValue(0,0,0);
angVel.setValue(0, 0, 0);
}
//Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position
SIMD_FORCE_INLINE void applyImpulse(const btVector3& linearComponent, const btVector3& angularComponent,const btScalar impulseMagnitude)
SIMD_FORCE_INLINE void applyImpulse(const btVector3& linearComponent, const btVector3& angularComponent, const btScalar impulseMagnitude)
{
if (m_originalBody)
{
m_deltaLinearVelocity += linearComponent*impulseMagnitude*m_linearFactor;
m_deltaAngularVelocity += angularComponent*(impulseMagnitude*m_angularFactor);
m_deltaLinearVelocity += linearComponent * impulseMagnitude * m_linearFactor;
m_deltaAngularVelocity += angularComponent * (impulseMagnitude * m_angularFactor);
}
}
SIMD_FORCE_INLINE void internalApplyPushImpulse(const btVector3& linearComponent, const btVector3& angularComponent,btScalar impulseMagnitude)
SIMD_FORCE_INLINE void internalApplyPushImpulse(const btVector3& linearComponent, const btVector3& angularComponent, btScalar impulseMagnitude)
{
if (m_originalBody)
{
m_pushVelocity += linearComponent*impulseMagnitude*m_linearFactor;
m_turnVelocity += angularComponent*(impulseMagnitude*m_angularFactor);
m_pushVelocity += linearComponent * impulseMagnitude * m_linearFactor;
m_turnVelocity += angularComponent * (impulseMagnitude * m_angularFactor);
}
}
const btVector3& getDeltaLinearVelocity() const
{
return m_deltaLinearVelocity;
@@ -191,20 +181,19 @@ ATTRIBUTE_ALIGNED16 (struct) btSolverBody
return m_deltaAngularVelocity;
}
const btVector3& getPushVelocity() const
const btVector3& getPushVelocity() const
{
return m_pushVelocity;
}
const btVector3& getTurnVelocity() const
const btVector3& getTurnVelocity() const
{
return m_turnVelocity;
}
////////////////////////////////////////////////
///some internal methods, don't use them
btVector3& internalGetDeltaLinearVelocity()
{
return m_deltaLinearVelocity;
@@ -229,7 +218,7 @@ ATTRIBUTE_ALIGNED16 (struct) btSolverBody
{
m_invMass = invMass;
}
btVector3& internalGetPushVelocity()
{
return m_pushVelocity;
@@ -240,67 +229,57 @@ ATTRIBUTE_ALIGNED16 (struct) btSolverBody
return m_turnVelocity;
}
SIMD_FORCE_INLINE void internalGetVelocityInLocalPointObsolete(const btVector3& rel_pos, btVector3& velocity ) const
SIMD_FORCE_INLINE void internalGetVelocityInLocalPointObsolete(const btVector3& rel_pos, btVector3& velocity) const
{
velocity = m_linearVelocity+m_deltaLinearVelocity + (m_angularVelocity+m_deltaAngularVelocity).cross(rel_pos);
velocity = m_linearVelocity + m_deltaLinearVelocity + (m_angularVelocity + m_deltaAngularVelocity).cross(rel_pos);
}
SIMD_FORCE_INLINE void internalGetAngularVelocity(btVector3& angVel) const
SIMD_FORCE_INLINE void internalGetAngularVelocity(btVector3 & angVel) const
{
angVel = m_angularVelocity+m_deltaAngularVelocity;
angVel = m_angularVelocity + m_deltaAngularVelocity;
}
//Optimization for the iterative solver: avoid calculating constant terms involving inertia, normal, relative position
SIMD_FORCE_INLINE void internalApplyImpulse(const btVector3& linearComponent, const btVector3& angularComponent,const btScalar impulseMagnitude)
SIMD_FORCE_INLINE void internalApplyImpulse(const btVector3& linearComponent, const btVector3& angularComponent, const btScalar impulseMagnitude)
{
if (m_originalBody)
{
m_deltaLinearVelocity += linearComponent*impulseMagnitude*m_linearFactor;
m_deltaAngularVelocity += angularComponent*(impulseMagnitude*m_angularFactor);
}
}
void writebackVelocity()
{
if (m_originalBody)
{
m_linearVelocity +=m_deltaLinearVelocity;
m_angularVelocity += m_deltaAngularVelocity;
//m_originalBody->setCompanionId(-1);
m_deltaLinearVelocity += linearComponent * impulseMagnitude * m_linearFactor;
m_deltaAngularVelocity += angularComponent * (impulseMagnitude * m_angularFactor);
}
}
void writebackVelocityAndTransform(btScalar timeStep, btScalar splitImpulseTurnErp)
void writebackVelocity()
{
(void) timeStep;
if (m_originalBody)
{
m_linearVelocity += m_deltaLinearVelocity;
m_angularVelocity += m_deltaAngularVelocity;
//m_originalBody->setCompanionId(-1);
}
}
void writebackVelocityAndTransform(btScalar timeStep, btScalar splitImpulseTurnErp)
{
(void)timeStep;
if (m_originalBody)
{
m_linearVelocity += m_deltaLinearVelocity;
m_angularVelocity += m_deltaAngularVelocity;
//correct the position/orientation based on push/turn recovery
btTransform newTransform;
if (m_pushVelocity[0]!=0.f || m_pushVelocity[1]!=0 || m_pushVelocity[2]!=0 || m_turnVelocity[0]!=0.f || m_turnVelocity[1]!=0 || m_turnVelocity[2]!=0)
if (m_pushVelocity[0] != 0.f || m_pushVelocity[1] != 0 || m_pushVelocity[2] != 0 || m_turnVelocity[0] != 0.f || m_turnVelocity[1] != 0 || m_turnVelocity[2] != 0)
{
// btQuaternion orn = m_worldTransform.getRotation();
btTransformUtil::integrateTransform(m_worldTransform,m_pushVelocity,m_turnVelocity*splitImpulseTurnErp,timeStep,newTransform);
// btQuaternion orn = m_worldTransform.getRotation();
btTransformUtil::integrateTransform(m_worldTransform, m_pushVelocity, m_turnVelocity * splitImpulseTurnErp, timeStep, newTransform);
m_worldTransform = newTransform;
}
//m_worldTransform.setRotation(orn);
//m_originalBody->setCompanionId(-1);
}
}
};
#endif //BT_SOLVER_BODY_H
#endif //BT_SOLVER_BODY_H