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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@@ -33,8 +33,8 @@ protected:
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btAlignedObjectArray<btMultiBody*> m_multiBodies;
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btAlignedObjectArray<btMultiBodyConstraint*> m_multiBodyConstraints;
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btAlignedObjectArray<btMultiBodyConstraint*> m_sortedMultiBodyConstraints;
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btMultiBodyConstraintSolver* m_multiBodyConstraintSolver;
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MultiBodyInplaceSolverIslandCallback* m_solverMultiBodyIslandCallback;
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btMultiBodyConstraintSolver* m_multiBodyConstraintSolver;
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MultiBodyInplaceSolverIslandCallback* m_solverMultiBodyIslandCallback;
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//cached data to avoid memory allocations
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btAlignedObjectArray<btQuaternion> m_scratch_world_to_local;
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@@ -45,72 +45,69 @@ protected:
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btAlignedObjectArray<btVector3> m_scratch_v;
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btAlignedObjectArray<btMatrix3x3> m_scratch_m;
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virtual void calculateSimulationIslands();
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virtual void updateActivationState(btScalar timeStep);
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virtual void solveConstraints(btContactSolverInfo& solverInfo);
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virtual void serializeMultiBodies(btSerializer* serializer);
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virtual void calculateSimulationIslands();
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virtual void updateActivationState(btScalar timeStep);
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virtual void solveConstraints(btContactSolverInfo& solverInfo);
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virtual void serializeMultiBodies(btSerializer* serializer);
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public:
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btMultiBodyDynamicsWorld(btDispatcher* dispatcher, btBroadphaseInterface* pairCache, btMultiBodyConstraintSolver* constraintSolver, btCollisionConfiguration* collisionConfiguration);
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btMultiBodyDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btMultiBodyConstraintSolver* constraintSolver,btCollisionConfiguration* collisionConfiguration);
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virtual ~btMultiBodyDynamicsWorld();
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virtual ~btMultiBodyDynamicsWorld ();
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virtual void addMultiBody(btMultiBody* body, int group = btBroadphaseProxy::DefaultFilter, int mask = btBroadphaseProxy::AllFilter);
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virtual void addMultiBody(btMultiBody* body, int group= btBroadphaseProxy::DefaultFilter, int mask=btBroadphaseProxy::AllFilter);
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virtual void removeMultiBody(btMultiBody* body);
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virtual void removeMultiBody(btMultiBody* body);
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virtual int getNumMultibodies() const
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virtual int getNumMultibodies() const
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{
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return m_multiBodies.size();
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}
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btMultiBody* getMultiBody(int mbIndex)
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btMultiBody* getMultiBody(int mbIndex)
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{
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return m_multiBodies[mbIndex];
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}
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const btMultiBody* getMultiBody(int mbIndex) const
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const btMultiBody* getMultiBody(int mbIndex) const
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{
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return m_multiBodies[mbIndex];
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}
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virtual void addMultiBodyConstraint( btMultiBodyConstraint* constraint);
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virtual void addMultiBodyConstraint(btMultiBodyConstraint* constraint);
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virtual int getNumMultiBodyConstraints() const
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virtual int getNumMultiBodyConstraints() const
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{
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return m_multiBodyConstraints.size();
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return m_multiBodyConstraints.size();
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}
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virtual btMultiBodyConstraint* getMultiBodyConstraint( int constraintIndex)
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virtual btMultiBodyConstraint* getMultiBodyConstraint(int constraintIndex)
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{
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return m_multiBodyConstraints[constraintIndex];
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return m_multiBodyConstraints[constraintIndex];
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}
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virtual const btMultiBodyConstraint* getMultiBodyConstraint( int constraintIndex) const
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virtual const btMultiBodyConstraint* getMultiBodyConstraint(int constraintIndex) const
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{
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return m_multiBodyConstraints[constraintIndex];
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return m_multiBodyConstraints[constraintIndex];
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}
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virtual void removeMultiBodyConstraint( btMultiBodyConstraint* constraint);
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virtual void removeMultiBodyConstraint(btMultiBodyConstraint* constraint);
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virtual void integrateTransforms(btScalar timeStep);
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virtual void integrateTransforms(btScalar timeStep);
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virtual void debugDrawWorld();
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virtual void debugDrawWorld();
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virtual void debugDrawMultiBodyConstraint(btMultiBodyConstraint* constraint);
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void forwardKinematics();
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virtual void debugDrawMultiBodyConstraint(btMultiBodyConstraint* constraint);
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void forwardKinematics();
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virtual void clearForces();
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virtual void clearMultiBodyConstraintForces();
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virtual void clearMultiBodyForces();
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virtual void applyGravity();
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virtual void serialize(btSerializer* serializer);
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virtual void setMultiBodyConstraintSolver(btMultiBodyConstraintSolver* solver);
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virtual void setConstraintSolver(btConstraintSolver* solver);
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virtual void serialize(btSerializer* serializer);
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virtual void setMultiBodyConstraintSolver(btMultiBodyConstraintSolver* solver);
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virtual void setConstraintSolver(btConstraintSolver* solver);
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};
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#endif //BT_MULTIBODY_DYNAMICS_WORLD_H
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#endif //BT_MULTIBODY_DYNAMICS_WORLD_H
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