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

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