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

@@ -21,64 +21,61 @@ subject to the following restrictions:
#include "BulletSoftBody/btSoftBody.h"
#ifndef BT_SOFT_RIGID_DYNAMICS_WORLD_H
typedef btAlignedObjectArray<btSoftBody*> btSoftBodyArray;
typedef btAlignedObjectArray<btSoftBody*> btSoftBodyArray;
#endif
class btSoftBodySolver;
class btSoftMultiBodyDynamicsWorld : public btMultiBodyDynamicsWorld
{
btSoftBodyArray m_softBodies;
int m_drawFlags;
bool m_drawNodeTree;
bool m_drawFaceTree;
bool m_drawClusterTree;
btSoftBodyArray m_softBodies;
int m_drawFlags;
bool m_drawNodeTree;
bool m_drawFaceTree;
bool m_drawClusterTree;
btSoftBodyWorldInfo m_sbi;
///Solver classes that encapsulate multiple soft bodies for solving
btSoftBodySolver *m_softBodySolver;
bool m_ownsSolver;
btSoftBodySolver* m_softBodySolver;
bool m_ownsSolver;
protected:
virtual void predictUnconstraintMotion(btScalar timeStep);
virtual void predictUnconstraintMotion(btScalar timeStep);
virtual void internalSingleStepSimulation(btScalar timeStep);
virtual void internalSingleStepSimulation( btScalar timeStep);
void solveSoftBodiesConstraints(btScalar timeStep);
void solveSoftBodiesConstraints( btScalar timeStep );
void serializeSoftBodies(btSerializer* serializer);
void serializeSoftBodies(btSerializer* serializer);
public:
btSoftMultiBodyDynamicsWorld(btDispatcher* dispatcher,btBroadphaseInterface* pairCache,btMultiBodyConstraintSolver* constraintSolver, btCollisionConfiguration* collisionConfiguration, btSoftBodySolver *softBodySolver = 0 );
btSoftMultiBodyDynamicsWorld(btDispatcher* dispatcher, btBroadphaseInterface* pairCache, btMultiBodyConstraintSolver* constraintSolver, btCollisionConfiguration* collisionConfiguration, btSoftBodySolver* softBodySolver = 0);
virtual ~btSoftMultiBodyDynamicsWorld();
virtual void debugDrawWorld();
virtual void debugDrawWorld();
void addSoftBody(btSoftBody* body, int collisionFilterGroup=btBroadphaseProxy::DefaultFilter, int collisionFilterMask=btBroadphaseProxy::AllFilter);
void addSoftBody(btSoftBody* body, int collisionFilterGroup = btBroadphaseProxy::DefaultFilter, int collisionFilterMask = btBroadphaseProxy::AllFilter);
void removeSoftBody(btSoftBody* body);
void removeSoftBody(btSoftBody* body);
///removeCollisionObject will first check if it is a rigid body, if so call removeRigidBody otherwise call btDiscreteDynamicsWorld::removeCollisionObject
virtual void removeCollisionObject(btCollisionObject* collisionObject);
virtual void removeCollisionObject(btCollisionObject* collisionObject);
int getDrawFlags() const { return(m_drawFlags); }
void setDrawFlags(int f) { m_drawFlags=f; }
int getDrawFlags() const { return (m_drawFlags); }
void setDrawFlags(int f) { m_drawFlags = f; }
btSoftBodyWorldInfo& getWorldInfo()
btSoftBodyWorldInfo& getWorldInfo()
{
return m_sbi;
}
const btSoftBodyWorldInfo& getWorldInfo() const
const btSoftBodyWorldInfo& getWorldInfo() const
{
return m_sbi;
}
virtual btDynamicsWorldType getWorldType() const
virtual btDynamicsWorldType getWorldType() const
{
return BT_SOFT_MULTIBODY_DYNAMICS_WORLD;
return BT_SOFT_MULTIBODY_DYNAMICS_WORLD;
}
btSoftBodyArray& getSoftBodyArray()
@@ -91,20 +88,18 @@ public:
return m_softBodies;
}
virtual void rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const;
virtual void rayTest(const btVector3& rayFromWorld, const btVector3& rayToWorld, RayResultCallback& resultCallback) const;
/// rayTestSingle performs a raycast call and calls the resultCallback. It is used internally by rayTest.
/// In a future implementation, we consider moving the ray test as a virtual method in btCollisionShape.
/// This allows more customization.
static void rayTestSingle(const btTransform& rayFromTrans,const btTransform& rayToTrans,
btCollisionObject* collisionObject,
const btCollisionShape* collisionShape,
const btTransform& colObjWorldTransform,
RayResultCallback& resultCallback);
virtual void serialize(btSerializer* serializer);
static void rayTestSingle(const btTransform& rayFromTrans, const btTransform& rayToTrans,
btCollisionObject* collisionObject,
const btCollisionShape* collisionShape,
const btTransform& colObjWorldTransform,
RayResultCallback& resultCallback);
virtual void serialize(btSerializer* serializer);
};
#endif //BT_SOFT_MULTIBODY_DYNAMICS_WORLD_H
#endif //BT_SOFT_MULTIBODY_DYNAMICS_WORLD_H