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