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

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