mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-05 01:50:05 +00:00
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:
parent
00d586c26f
commit
e36b7e02aa
90
_clang-format
Normal file
90
_clang-format
Normal file
@ -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
|
||||
...
|
||||
|
@ -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();
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user