Fix for issue 1007

_clang-format file and applied to HelloWorld.cpp
usage:
clang-format -style=file -i examples/HelloWorld/HelloWorld.cpp
THere are still some issues with clang-format and its style
This commit is contained in:
Erwin Coumans 2017-03-13 11:00:56 -07:00
parent 00d586c26f
commit e36b7e02aa
2 changed files with 120 additions and 36 deletions

90
_clang-format Normal file
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@ -0,0 +1,90 @@
---
Language: Cpp
# BasedOnStyle: Google
AccessModifierOffset: -1
AlignAfterOpenBracket: Align
AlignConsecutiveAssignments: false
AlignConsecutiveDeclarations: false
AlignEscapedNewlinesLeft: true
AlignOperands: true
AlignTrailingComments: true
AllowAllParametersOfDeclarationOnNextLine: true
AllowShortBlocksOnASingleLine: false
AllowShortCaseLabelsOnASingleLine: false
AllowShortFunctionsOnASingleLine: All
AllowShortIfStatementsOnASingleLine: true
AllowShortLoopsOnASingleLine: true
AlwaysBreakAfterDefinitionReturnType: None
AlwaysBreakAfterReturnType: None
AlwaysBreakBeforeMultilineStrings: true
AlwaysBreakTemplateDeclarations: true
BinPackArguments: true
BinPackParameters: true
BraceWrapping:
AfterClass: false
AfterControlStatement: false
AfterEnum: false
AfterFunction: false
AfterNamespace: false
AfterObjCDeclaration: false
AfterStruct: false
AfterUnion: false
BeforeCatch: false
BeforeElse: false
IndentBraces: false
BreakBeforeBinaryOperators: None
BreakBeforeBraces: Allman
BreakBeforeTernaryOperators: true
BreakConstructorInitializersBeforeComma: false
ColumnLimit: 0
CommentPragmas: '^ IWYU pragma:'
ConstructorInitializerAllOnOneLineOrOnePerLine: true
ConstructorInitializerIndentWidth: 4
ContinuationIndentWidth: 4
Cpp11BracedListStyle: true
DerivePointerAlignment: true
DisableFormat: false
ExperimentalAutoDetectBinPacking: false
ForEachMacros: [ foreach, Q_FOREACH, BOOST_FOREACH ]
IncludeCategories:
- Regex: '^<.*\.h>'
Priority: 1
- Regex: '^<.*'
Priority: 2
- Regex: '.*'
Priority: 3
IndentCaseLabels: true
IndentWidth: 4
IndentWrappedFunctionNames: false
KeepEmptyLinesAtTheStartOfBlocks: false
MacroBlockBegin: ''
MacroBlockEnd: ''
MaxEmptyLinesToKeep: 1
NamespaceIndentation: None
ObjCBlockIndentWidth: 2
ObjCSpaceAfterProperty: false
ObjCSpaceBeforeProtocolList: false
PenaltyBreakBeforeFirstCallParameter: 1
PenaltyBreakComment: 300
PenaltyBreakFirstLessLess: 120
PenaltyBreakString: 1000
PenaltyExcessCharacter: 1000000
PenaltyReturnTypeOnItsOwnLine: 200
PointerAlignment: Left
ReflowComments: false
SortIncludes: false
SpaceAfterCStyleCast: false
SpaceBeforeAssignmentOperators: true
SpaceBeforeParens: ControlStatements
SpaceInEmptyParentheses: false
SpacesBeforeTrailingComments: 2
SpacesInAngles: false
SpacesInContainerLiterals: true
SpacesInCStyleCastParentheses: false
SpacesInParentheses: false
SpacesInSquareBrackets: false
Standard: Auto
TabWidth: 4
UseTab: Always
...

View File

@ -30,7 +30,7 @@ int main(int argc, char** argv)
btDefaultCollisionConfiguration* collisionConfiguration = new btDefaultCollisionConfiguration();
///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration);
btCollisionDispatcher* dispatcher = new btCollisionDispatcher(collisionConfiguration);
///btDbvtBroadphase is a good general purpose broadphase. You can also try out btAxis3Sweep.
btBroadphaseInterface* overlappingPairCache = new btDbvtBroadphase();
@ -38,9 +38,9 @@ int main(int argc, char** argv)
///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
btSequentialImpulseConstraintSolver* solver = new btSequentialImpulseConstraintSolver;
btDiscreteDynamicsWorld* dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher,overlappingPairCache,solver,collisionConfiguration);
btDiscreteDynamicsWorld* dynamicsWorld = new btDiscreteDynamicsWorld(dispatcher, overlappingPairCache, solver, collisionConfiguration);
dynamicsWorld->setGravity(btVector3(0,-10,0));
dynamicsWorld->setGravity(btVector3(0, -10, 0));
///-----initialization_end-----
@ -48,39 +48,37 @@ int main(int argc, char** argv)
//make sure to re-use collision shapes among rigid bodies whenever possible!
btAlignedObjectArray<btCollisionShape*> collisionShapes;
///create a few basic rigid bodies
//the ground is a cube of side 100 at position y = -56.
//the sphere will hit it at y = -6, with center at -5
{
btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(50.),btScalar(50.),btScalar(50.)));
btCollisionShape* groundShape = new btBoxShape(btVector3(btScalar(50.), btScalar(50.), btScalar(50.)));
collisionShapes.push_back(groundShape);
btTransform groundTransform;
groundTransform.setIdentity();
groundTransform.setOrigin(btVector3(0,-56,0));
groundTransform.setOrigin(btVector3(0, -56, 0));
btScalar mass(0.);
//rigidbody is dynamic if and only if mass is non zero, otherwise static
bool isDynamic = (mass != 0.f);
btVector3 localInertia(0,0,0);
btVector3 localInertia(0, 0, 0);
if (isDynamic)
groundShape->calculateLocalInertia(mass,localInertia);
groundShape->calculateLocalInertia(mass, localInertia);
//using motionstate is optional, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(groundTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,groundShape,localInertia);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass, myMotionState, groundShape, localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
//add the body to the dynamics world
dynamicsWorld->addRigidBody(body);
}
{
//create a dynamic rigidbody
@ -92,37 +90,34 @@ int main(int argc, char** argv)
btTransform startTransform;
startTransform.setIdentity();
btScalar mass(1.f);
btScalar mass(1.f);
//rigidbody is dynamic if and only if mass is non zero, otherwise static
bool isDynamic = (mass != 0.f);
btVector3 localInertia(0,0,0);
btVector3 localInertia(0, 0, 0);
if (isDynamic)
colShape->calculateLocalInertia(mass,localInertia);
colShape->calculateLocalInertia(mass, localInertia);
startTransform.setOrigin(btVector3(2,10,0));
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass,myMotionState,colShape,localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
startTransform.setOrigin(btVector3(2, 10, 0));
dynamicsWorld->addRigidBody(body);
//using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
btDefaultMotionState* myMotionState = new btDefaultMotionState(startTransform);
btRigidBody::btRigidBodyConstructionInfo rbInfo(mass, myMotionState, colShape, localInertia);
btRigidBody* body = new btRigidBody(rbInfo);
dynamicsWorld->addRigidBody(body);
}
/// Do some simulation
/// Do some simulation
///-----stepsimulation_start-----
for (i=0;i<150;i++)
for (i = 0; i < 150; i++)
{
dynamicsWorld->stepSimulation(1.f/60.f,10);
dynamicsWorld->stepSimulation(1.f / 60.f, 10);
//print positions of all objects
for (int j=dynamicsWorld->getNumCollisionObjects()-1; j>=0 ;j--)
for (int j = dynamicsWorld->getNumCollisionObjects() - 1; j >= 0; j--)
{
btCollisionObject* obj = dynamicsWorld->getCollisionObjectArray()[j];
btRigidBody* body = btRigidBody::upcast(obj);
@ -130,23 +125,23 @@ int main(int argc, char** argv)
if (body && body->getMotionState())
{
body->getMotionState()->getWorldTransform(trans);
} else
}
else
{
trans = obj->getWorldTransform();
}
printf("world pos object %d = %f,%f,%f\n",j,float(trans.getOrigin().getX()),float(trans.getOrigin().getY()),float(trans.getOrigin().getZ()));
printf("world pos object %d = %f,%f,%f\n", j, float(trans.getOrigin().getX()), float(trans.getOrigin().getY()), float(trans.getOrigin().getZ()));
}
}
///-----stepsimulation_end-----
//cleanup in the reverse order of creation/initialization
///-----cleanup_start-----
//remove the rigidbodies from the dynamics world and delete them
for (i=dynamicsWorld->getNumCollisionObjects()-1; i>=0 ;i--)
for (i = dynamicsWorld->getNumCollisionObjects() - 1; i >= 0; i--)
{
btCollisionObject* obj = dynamicsWorld->getCollisionObjectArray()[i];
btRigidBody* body = btRigidBody::upcast(obj);
@ -154,12 +149,12 @@ int main(int argc, char** argv)
{
delete body->getMotionState();
}
dynamicsWorld->removeCollisionObject( obj );
dynamicsWorld->removeCollisionObject(obj);
delete obj;
}
//delete collision shapes
for (int j=0;j<collisionShapes.size();j++)
for (int j = 0; j < collisionShapes.size(); j++)
{
btCollisionShape* shape = collisionShapes[j];
collisionShapes[j] = 0;
@ -183,4 +178,3 @@ int main(int argc, char** argv)
//next line is optional: it will be cleared by the destructor when the array goes out of scope
collisionShapes.clear();
}