Indentation style changed to Allman

Using Artistic Style (http://astyle.sourceforge.net/)
Options:
--style=allman
--indent=tab
--keep-one-line-blocks
--align-pointer=type
--align-reference=name
This commit is contained in:
2014-04-11 20:56:19 +02:00
parent 34bcfbce08
commit 4c081d0e1c
56 changed files with 599 additions and 438 deletions
+10 -10
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@@ -5,15 +5,15 @@
namespace Components
{
// http://bulletphysics.org/mediawiki-1.5.8/index.php/Constraints
struct BallSocketConstraint : Component
{
// Create constraint between these entities
EntityID EntityA;
EntityID EntityB;
// The pivot point in local coordinates
glm::vec3 PivotA;
glm::vec3 PivotB;
};
// http://bulletphysics.org/mediawiki-1.5.8/index.php/Constraints
struct BallSocketConstraint : Component
{
// Create constraint between these entities
EntityID EntityA;
EntityID EntityB;
// The pivot point in local coordinates
glm::vec3 PivotA;
glm::vec3 PivotB;
};
}
#endif // Components_BallSocketConstraint_h__
+6 -6
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@@ -6,12 +6,12 @@
namespace Components
{
struct BoxShape : Component
{
float Height;
float Width;
float Depth;
};
struct BoxShape : Component
{
float Height;
float Width;
float Depth;
};
}
+4 -4
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@@ -5,10 +5,10 @@
namespace Components
{
struct CompoundShape : Component
{
};
struct CompoundShape : Component
{
};
}
#endif // Components_CompoundShape_h__
+4 -4
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@@ -7,10 +7,10 @@
namespace Components
{
struct CustomShape : Component
{
std::string fileName;
};
struct CustomShape : Component
{
std::string fileName;
};
}
+4 -4
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@@ -5,10 +5,10 @@
namespace Components
{
struct FreeSteering : Component
{
float Speed = 35;
};
struct FreeSteering : Component
{
float Speed = 35;
};
}
#endif // FreeSteering_h__
+25 -25
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@@ -5,31 +5,31 @@
namespace Components
{
// http://bulletphysics.org/mediawiki-1.5.8/index.php/Constraints
struct HingeConstraint : Component
{
// Create constraint between these entities
EntityID EntityA;
EntityID EntityB;
// The pivot point in local coordinates
glm::vec3 PivotA;
glm::vec3 PivotB;
// The axis to rotate around
glm::vec3 AxisA;
glm::vec3 AxisB;
// http://bulletphysics.org/mediawiki-1.5.8/index.php/Constraints
struct HingeConstraint : Component
{
// Create constraint between these entities
EntityID EntityA;
EntityID EntityB;
// The pivot point in local coordinates
glm::vec3 PivotA;
glm::vec3 PivotB;
// The axis to rotate around
glm::vec3 AxisA;
glm::vec3 AxisB;
/*
void setLimit(btScalar low,
btScalar high,
btScalar softness = 0.9f,
btScalar_biasFactor = 0.3f,
btScalar relaxationFactor = 1.0f)
*/
float LowLimit;
float HighLimit;
float Softness = 0.9f;
float BiasFactor = 0.3f;
float RelaxationFactor = 1.0f;
};
/*
void setLimit(btScalar low,
btScalar high,
btScalar softness = 0.9f,
btScalar_biasFactor = 0.3f,
btScalar relaxationFactor = 1.0f)
*/
float LowLimit;
float HighLimit;
float Softness = 0.9f;
float BiasFactor = 0.3f;
float RelaxationFactor = 1.0f;
};
}
#endif // Components_HingeConstraint_h__
+4 -4
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@@ -5,10 +5,10 @@
namespace Components
{
struct MeshShape : Component
{
std::string Filename;
};
struct MeshShape : Component
{
std::string Filename;
};
}
#endif // Components_MeshShape_h__
+6 -6
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@@ -6,12 +6,12 @@
namespace Components
{
struct Physics : Component
{
float Mass = 0;
float Friction = 0;
glm::vec3 Gravity = glm::vec3(0, -9.82f, 0);
};
struct Physics : Component
{
float Mass = 0;
float Friction = 0;
glm::vec3 Gravity = glm::vec3(0, -9.82f, 0);
};
}
+7 -7
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@@ -5,12 +5,12 @@
namespace Components
{
// http://bulletphysics.org/mediawiki-1.5.8/index.php/Constraints
struct SliderConstraint : Component
{
// Create constraint between these entities
EntityID EntityA;
EntityID EntityB;
};
// http://bulletphysics.org/mediawiki-1.5.8/index.php/Constraints
struct SliderConstraint : Component
{
// Create constraint between these entities
EntityID EntityA;
EntityID EntityB;
};
}
#endif // Components_SliderConstraint_h__
+5 -5
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@@ -6,11 +6,11 @@
namespace Components
{
struct SphereShape : Component
{
float Radius;
float RollingFriction;
};
struct SphereShape : Component
{
float Radius;
float RollingFriction;
};
}
+4 -4
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@@ -5,10 +5,10 @@
namespace Components
{
struct StaticMeshShape : Component
{
std::string Filename;
};
struct StaticMeshShape : Component
{
std::string Filename;
};
}
#endif // Components_StaticMeshShape_h__
+1 -1
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@@ -8,7 +8,7 @@ namespace Components
struct Transform : Component
{
Transform()
Transform()
: Scale(glm::vec3(1.f)) { }
glm::vec3 Position;