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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@@ -18,7 +18,6 @@ subject to the following restrictions:
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#include "BulletCollision/CollisionShapes/btTriangleIndexVertexArray.h"
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class btSoftBodyTriangleData;
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class btSoftBodyLinkData;
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class btSoftBodyVertexData;
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@@ -26,7 +25,6 @@ class btVertexBufferDescriptor;
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class btCollisionObject;
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class btSoftBody;
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class btSoftBodySolver
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{
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public:
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@@ -40,17 +38,15 @@ public:
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DX_SIMD_SOLVER
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};
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protected:
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int m_numberOfPositionIterations;
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int m_numberOfVelocityIterations;
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// Simulation timescale
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float m_timeScale;
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public:
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btSoftBodySolver() :
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m_numberOfPositionIterations( 10 ),
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m_timeScale( 1 )
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btSoftBodySolver() : m_numberOfPositionIterations(10),
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m_timeScale(1)
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{
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m_numberOfVelocityIterations = 0;
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m_numberOfPositionIterations = 5;
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@@ -59,39 +55,38 @@ public:
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virtual ~btSoftBodySolver()
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{
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}
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/**
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* Return the type of the solver.
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*/
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virtual SolverTypes getSolverType() const = 0;
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/** Ensure that this solver is initialized. */
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virtual bool checkInitialized() = 0;
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/** Optimize soft bodies in this solver. */
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virtual void optimize( btAlignedObjectArray< btSoftBody * > &softBodies , bool forceUpdate=false) = 0;
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virtual void optimize(btAlignedObjectArray<btSoftBody *> &softBodies, bool forceUpdate = false) = 0;
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/** Copy necessary data back to the original soft body source objects. */
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virtual void copyBackToSoftBodies(bool bMove = true) = 0;
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/** Predict motion of soft bodies into next timestep */
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virtual void predictMotion( float solverdt ) = 0;
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virtual void predictMotion(float solverdt) = 0;
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/** Solve constraints for a set of soft bodies */
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virtual void solveConstraints( float solverdt ) = 0;
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virtual void solveConstraints(float solverdt) = 0;
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/** Perform necessary per-step updates of soft bodies such as recomputing normals and bounding boxes */
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virtual void updateSoftBodies() = 0;
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/** Process a collision between one of the world's soft bodies and another collision object */
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virtual void processCollision( btSoftBody *, const struct btCollisionObjectWrapper* ) = 0;
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virtual void processCollision(btSoftBody *, const struct btCollisionObjectWrapper *) = 0;
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/** Process a collision between two soft bodies */
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virtual void processCollision( btSoftBody*, btSoftBody* ) = 0;
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virtual void processCollision(btSoftBody *, btSoftBody *) = 0;
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/** Set the number of velocity constraint solver iterations this solver uses. */
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virtual void setNumberOfPositionIterations( int iterations )
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virtual void setNumberOfPositionIterations(int iterations)
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{
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m_numberOfPositionIterations = iterations;
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}
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@@ -103,7 +98,7 @@ public:
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}
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/** Set the number of velocity constraint solver iterations this solver uses. */
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virtual void setNumberOfVelocityIterations( int iterations )
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virtual void setNumberOfVelocityIterations(int iterations)
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{
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m_numberOfVelocityIterations = iterations;
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}
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@@ -135,7 +130,6 @@ public:
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class btSoftBodySolverOutput
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{
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protected:
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public:
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btSoftBodySolverOutput()
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{
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@@ -145,10 +139,8 @@ public:
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{
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}
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/** Output current computed vertex data to the vertex buffers for all cloths in the solver. */
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virtual void copySoftBodyToVertexBuffer( const btSoftBody * const softBody, btVertexBufferDescriptor *vertexBuffer ) = 0;
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virtual void copySoftBodyToVertexBuffer(const btSoftBody *const softBody, btVertexBufferDescriptor *vertexBuffer) = 0;
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};
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#endif // #ifndef BT_SOFT_BODY_SOLVERS_H
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#endif // #ifndef BT_SOFT_BODY_SOLVERS_H
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