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

@@ -19,199 +19,194 @@ subject to the following restrictions:
#include "BulletCollision/CollisionDispatch/btCollisionObject.h"
#include "BulletDynamics/Dynamics/btRigidBody.h"
struct SoftBodyMaterialData
struct SoftBodyMaterialData
{
float m_linearStiffness;
float m_angularStiffness;
float m_volumeStiffness;
int m_flags;
float m_linearStiffness;
float m_angularStiffness;
float m_volumeStiffness;
int m_flags;
};
struct SoftBodyNodeData
struct SoftBodyNodeData
{
SoftBodyMaterialData *m_material;
btVector3FloatData m_position;
btVector3FloatData m_previousPosition;
btVector3FloatData m_velocity;
btVector3FloatData m_accumulatedForce;
btVector3FloatData m_normal;
float m_inverseMass;
float m_area;
int m_attach;
int m_pad;
SoftBodyMaterialData *m_material;
btVector3FloatData m_position;
btVector3FloatData m_previousPosition;
btVector3FloatData m_velocity;
btVector3FloatData m_accumulatedForce;
btVector3FloatData m_normal;
float m_inverseMass;
float m_area;
int m_attach;
int m_pad;
};
struct SoftBodyLinkData
struct SoftBodyLinkData
{
SoftBodyMaterialData *m_material;
int m_nodeIndices[2]; // Node pointers
float m_restLength; // Rest length
int m_bbending; // Bending link
SoftBodyMaterialData *m_material;
int m_nodeIndices[2]; // Node pointers
float m_restLength; // Rest length
int m_bbending; // Bending link
};
struct SoftBodyFaceData
struct SoftBodyFaceData
{
btVector3FloatData m_normal; // Normal
SoftBodyMaterialData *m_material;
int m_nodeIndices[3]; // Node pointers
float m_restArea; // Rest area
};
struct SoftBodyTetraData
{
btVector3FloatData m_c0[4]; // gradients
SoftBodyMaterialData *m_material;
int m_nodeIndices[4]; // Node pointers
float m_restVolume; // Rest volume
float m_c1; // (4*kVST)/(im0+im1+im2+im3)
float m_c2; // m_c1/sum(|g0..3|^2)
int m_pad;
btVector3FloatData m_normal; // Normal
SoftBodyMaterialData *m_material;
int m_nodeIndices[3]; // Node pointers
float m_restArea; // Rest area
};
struct SoftRigidAnchorData
struct SoftBodyTetraData
{
btMatrix3x3FloatData m_c0; // Impulse matrix
btVector3FloatData m_c1; // Relative anchor
btVector3FloatData m_localFrame; // Anchor position in body space
btRigidBodyData *m_rigidBody;
int m_nodeIndex; // Node pointer
float m_c2; // ima*dt
btVector3FloatData m_c0[4]; // gradients
SoftBodyMaterialData *m_material;
int m_nodeIndices[4]; // Node pointers
float m_restVolume; // Rest volume
float m_c1; // (4*kVST)/(im0+im1+im2+im3)
float m_c2; // m_c1/sum(|g0..3|^2)
int m_pad;
};
struct SoftBodyConfigData
struct SoftRigidAnchorData
{
int m_aeroModel; // Aerodynamic model (default: V_Point)
float m_baumgarte; // Velocities correction factor (Baumgarte)
float m_damping; // Damping coefficient [0,1]
float m_drag; // Drag coefficient [0,+inf]
float m_lift; // Lift coefficient [0,+inf]
float m_pressure; // Pressure coefficient [-inf,+inf]
float m_volume; // Volume conversation coefficient [0,+inf]
float m_dynamicFriction; // Dynamic friction coefficient [0,1]
float m_poseMatch; // Pose matching coefficient [0,1]
float m_rigidContactHardness; // Rigid contacts hardness [0,1]
float m_kineticContactHardness; // Kinetic contacts hardness [0,1]
float m_softContactHardness; // Soft contacts hardness [0,1]
float m_anchorHardness; // Anchors hardness [0,1]
float m_softRigidClusterHardness; // Soft vs rigid hardness [0,1] (cluster only)
float m_softKineticClusterHardness; // Soft vs kinetic hardness [0,1] (cluster only)
float m_softSoftClusterHardness; // Soft vs soft hardness [0,1] (cluster only)
float m_softRigidClusterImpulseSplit; // Soft vs rigid impulse split [0,1] (cluster only)
float m_softKineticClusterImpulseSplit; // Soft vs rigid impulse split [0,1] (cluster only)
float m_softSoftClusterImpulseSplit; // Soft vs rigid impulse split [0,1] (cluster only)
float m_maxVolume; // Maximum volume ratio for pose
float m_timeScale; // Time scale
int m_velocityIterations; // Velocities solver iterations
int m_positionIterations; // Positions solver iterations
int m_driftIterations; // Drift solver iterations
int m_clusterIterations; // Cluster solver iterations
int m_collisionFlags; // Collisions flags
btMatrix3x3FloatData m_c0; // Impulse matrix
btVector3FloatData m_c1; // Relative anchor
btVector3FloatData m_localFrame; // Anchor position in body space
btRigidBodyData *m_rigidBody;
int m_nodeIndex; // Node pointer
float m_c2; // ima*dt
};
struct SoftBodyPoseData
struct SoftBodyConfigData
{
btMatrix3x3FloatData m_rot; // Rotation
btMatrix3x3FloatData m_scale; // Scale
btMatrix3x3FloatData m_aqq; // Base scaling
btVector3FloatData m_com; // COM
btVector3FloatData *m_positions; // Reference positions
float *m_weights; // Weights
int m_numPositions;
int m_numWeigts;
int m_bvolume; // Is valid
int m_bframe; // Is frame
float m_restVolume; // Rest volume
int m_pad;
int m_aeroModel; // Aerodynamic model (default: V_Point)
float m_baumgarte; // Velocities correction factor (Baumgarte)
float m_damping; // Damping coefficient [0,1]
float m_drag; // Drag coefficient [0,+inf]
float m_lift; // Lift coefficient [0,+inf]
float m_pressure; // Pressure coefficient [-inf,+inf]
float m_volume; // Volume conversation coefficient [0,+inf]
float m_dynamicFriction; // Dynamic friction coefficient [0,1]
float m_poseMatch; // Pose matching coefficient [0,1]
float m_rigidContactHardness; // Rigid contacts hardness [0,1]
float m_kineticContactHardness; // Kinetic contacts hardness [0,1]
float m_softContactHardness; // Soft contacts hardness [0,1]
float m_anchorHardness; // Anchors hardness [0,1]
float m_softRigidClusterHardness; // Soft vs rigid hardness [0,1] (cluster only)
float m_softKineticClusterHardness; // Soft vs kinetic hardness [0,1] (cluster only)
float m_softSoftClusterHardness; // Soft vs soft hardness [0,1] (cluster only)
float m_softRigidClusterImpulseSplit; // Soft vs rigid impulse split [0,1] (cluster only)
float m_softKineticClusterImpulseSplit; // Soft vs rigid impulse split [0,1] (cluster only)
float m_softSoftClusterImpulseSplit; // Soft vs rigid impulse split [0,1] (cluster only)
float m_maxVolume; // Maximum volume ratio for pose
float m_timeScale; // Time scale
int m_velocityIterations; // Velocities solver iterations
int m_positionIterations; // Positions solver iterations
int m_driftIterations; // Drift solver iterations
int m_clusterIterations; // Cluster solver iterations
int m_collisionFlags; // Collisions flags
};
struct SoftBodyClusterData
struct SoftBodyPoseData
{
btTransformFloatData m_framexform;
btMatrix3x3FloatData m_locii;
btMatrix3x3FloatData m_invwi;
btVector3FloatData m_com;
btVector3FloatData m_vimpulses[2];
btVector3FloatData m_dimpulses[2];
btVector3FloatData m_lv;
btVector3FloatData m_av;
btVector3FloatData *m_framerefs;
int *m_nodeIndices;
float *m_masses;
btMatrix3x3FloatData m_rot; // Rotation
btMatrix3x3FloatData m_scale; // Scale
btMatrix3x3FloatData m_aqq; // Base scaling
btVector3FloatData m_com; // COM
int m_numFrameRefs;
int m_numNodes;
int m_numMasses;
btVector3FloatData *m_positions; // Reference positions
float *m_weights; // Weights
int m_numPositions;
int m_numWeigts;
float m_idmass;
float m_imass;
int m_nvimpulses;
int m_ndimpulses;
float m_ndamping;
float m_ldamping;
float m_adamping;
float m_matching;
float m_maxSelfCollisionImpulse;
float m_selfCollisionImpulseFactor;
int m_containsAnchor;
int m_collide;
int m_clusterIndex;
int m_bvolume; // Is valid
int m_bframe; // Is frame
float m_restVolume; // Rest volume
int m_pad;
};
enum btSoftJointBodyType
struct SoftBodyClusterData
{
BT_JOINT_SOFT_BODY_CLUSTER=1,
btTransformFloatData m_framexform;
btMatrix3x3FloatData m_locii;
btMatrix3x3FloatData m_invwi;
btVector3FloatData m_com;
btVector3FloatData m_vimpulses[2];
btVector3FloatData m_dimpulses[2];
btVector3FloatData m_lv;
btVector3FloatData m_av;
btVector3FloatData *m_framerefs;
int *m_nodeIndices;
float *m_masses;
int m_numFrameRefs;
int m_numNodes;
int m_numMasses;
float m_idmass;
float m_imass;
int m_nvimpulses;
int m_ndimpulses;
float m_ndamping;
float m_ldamping;
float m_adamping;
float m_matching;
float m_maxSelfCollisionImpulse;
float m_selfCollisionImpulseFactor;
int m_containsAnchor;
int m_collide;
int m_clusterIndex;
};
enum btSoftJointBodyType
{
BT_JOINT_SOFT_BODY_CLUSTER = 1,
BT_JOINT_RIGID_BODY,
BT_JOINT_COLLISION_OBJECT
};
struct btSoftBodyJointData
struct btSoftBodyJointData
{
void *m_bodyA;
void *m_bodyB;
btVector3FloatData m_refs[2];
float m_cfm;
float m_erp;
float m_split;
int m_delete;
btVector3FloatData m_relPosition[2];//linear
int m_bodyAtype;
int m_bodyBtype;
int m_jointType;
int m_pad;
void *m_bodyA;
void *m_bodyB;
btVector3FloatData m_refs[2];
float m_cfm;
float m_erp;
float m_split;
int m_delete;
btVector3FloatData m_relPosition[2]; //linear
int m_bodyAtype;
int m_bodyBtype;
int m_jointType;
int m_pad;
};
///do not change those serialization structures, it requires an updated sBulletDNAstr/sBulletDNAstr64
struct btSoftBodyFloatData
struct btSoftBodyFloatData
{
btCollisionObjectFloatData m_collisionObjectData;
btCollisionObjectFloatData m_collisionObjectData;
SoftBodyPoseData *m_pose;
SoftBodyMaterialData **m_materials;
SoftBodyNodeData *m_nodes;
SoftBodyLinkData *m_links;
SoftBodyFaceData *m_faces;
SoftBodyTetraData *m_tetrahedra;
SoftRigidAnchorData *m_anchors;
SoftBodyClusterData *m_clusters;
btSoftBodyJointData *m_joints;
SoftBodyPoseData *m_pose;
SoftBodyMaterialData **m_materials;
SoftBodyNodeData *m_nodes;
SoftBodyLinkData *m_links;
SoftBodyFaceData *m_faces;
SoftBodyTetraData *m_tetrahedra;
SoftRigidAnchorData *m_anchors;
SoftBodyClusterData *m_clusters;
btSoftBodyJointData *m_joints;
int m_numMaterials;
int m_numNodes;
int m_numLinks;
int m_numFaces;
int m_numTetrahedra;
int m_numAnchors;
int m_numClusters;
int m_numJoints;
SoftBodyConfigData m_config;
int m_numMaterials;
int m_numNodes;
int m_numLinks;
int m_numFaces;
int m_numTetrahedra;
int m_numAnchors;
int m_numClusters;
int m_numJoints;
SoftBodyConfigData m_config;
};
#endif //BT_SOFTBODY_FLOAT_DATA
#endif //BT_SOFTBODY_FLOAT_DATA