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author | Erwin Coumans <erwincoumans@google.com> | 2017-03-13 11:00:56 -0700 |
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committer | Erwin Coumans <erwincoumans@google.com> | 2017-03-13 11:00:56 -0700 |
commit | e36b7e02aacd3d2bf0485d5ebb4570aab7938bc8 (patch) | |
tree | beff8a8bfd756c243474b8bd90893f2e374ba3a7 /examples/HelloWorld | |
parent | 00d586c26f4d6894a68332a1f5840297e6668b56 (diff) | |
download | bullet3-e36b7e02aacd3d2bf0485d5ebb4570aab7938bc8.tar.gz |
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
Diffstat (limited to 'examples/HelloWorld')
-rw-r--r-- | examples/HelloWorld/HelloWorld.cpp | 66 |
1 files changed, 30 insertions, 36 deletions
diff --git a/examples/HelloWorld/HelloWorld.cpp b/examples/HelloWorld/HelloWorld.cpp index e51e6d541..e897bcdd3 100644 --- a/examples/HelloWorld/HelloWorld.cpp +++ b/examples/HelloWorld/HelloWorld.cpp @@ -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); - - 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); - - dynamicsWorld->addRigidBody(body); - } + 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); -/// Do some simulation + dynamicsWorld->addRigidBody(body); + } + /// 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(); } - |