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authorErwin Coumans <erwincoumans@google.com>2017-03-13 11:00:56 -0700
committerErwin Coumans <erwincoumans@google.com>2017-03-13 11:00:56 -0700
commite36b7e02aacd3d2bf0485d5ebb4570aab7938bc8 (patch)
treebeff8a8bfd756c243474b8bd90893f2e374ba3a7 /examples/HelloWorld
parent00d586c26f4d6894a68332a1f5840297e6668b56 (diff)
downloadbullet3-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.cpp66
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();
}
-