remove tabs in formatting

This commit is contained in:
Andrew Meadows 2016-10-18 13:09:42 -07:00
parent ecc6cb49ae
commit 5a04c7ceee

View file

@ -131,7 +131,7 @@ bool MyCharacterController::testRayShotgun(const glm::vec3& position, const glm:
needToRemoveForwardSlop = false;
}
for (int32_t i = 0; i < _topPoints.size(); ++i) {
for (int32_t i = 0; i < _topPoints.size(); ++i) {
rayStart = newPosition + rotation * _topPoints[i] - backSlop * rayDirection;
rayEnd = rayStart + (backSlop + stepLength + forwardSlop) * rayDirection;
if (_ghost.rayTest(rayStart, rayEnd, rayResult)) {
@ -145,7 +145,7 @@ bool MyCharacterController::testRayShotgun(const glm::vec3& position, const glm:
}
}
}
}
}
if (!result.walkable) {
// the top scan wasn't walkable so don't bother scanning the bottom
// remove both forwardSlop and backSlop
@ -156,7 +156,7 @@ bool MyCharacterController::testRayShotgun(const glm::vec3& position, const glm:
result.hitFraction = (closestRayResult.m_closestHitFraction * (backSlop + stepLength + forwardSlop)) / (backSlop + stepLength);
}
// scan the bottom
for (int32_t i = 0; i < _bottomPoints.size(); ++i) {
for (int32_t i = 0; i < _bottomPoints.size(); ++i) {
rayStart = newPosition + rotation * _bottomPoints[i] - backSlop * rayDirection;
rayEnd = rayStart + (backSlop + stepLength) * rayDirection;
if (_ghost.rayTest(rayStart, rayEnd, rayResult)) {
@ -164,7 +164,7 @@ bool MyCharacterController::testRayShotgun(const glm::vec3& position, const glm:
closestRayResult = rayResult;
}
}
}
}
// remove backSlop
// NOTE: backSlop removal can produce a NEGATIVE hitFraction!
// which means the shape is actually in interpenetration
@ -263,8 +263,8 @@ void MyCharacterController::initRayShotgun(const btCollisionWorld* world) {
btVector3 localRayEnd(offsetX + (btScalar)(j) * stepX, divisionLine + (btScalar)(i) * stepY, 0.0f);
btVector3 localRayStart = localRayEnd - reach;
MeOnlyResultCallback result(_rigidBody);
world->rayTest(position + rotation * localRayStart, position + rotation * localRayEnd, result);
if (result.m_closestHitFraction < 1.0f) {
world->rayTest(position + rotation * localRayStart, position + rotation * localRayEnd, result);
if (result.m_closestHitFraction < 1.0f) {
_topPoints.push_back(localRayStart + result.m_closestHitFraction * reach);
}
}
@ -294,8 +294,8 @@ void MyCharacterController::initRayShotgun(const btCollisionWorld* world) {
btVector3 localRayEnd(offsetX + (btScalar)(j) * stepX, (divisionLine - slop) - (btScalar)(i) * stepY, 0.0f);
btVector3 localRayStart = localRayEnd - reach;
MeOnlyResultCallback result(_rigidBody);
world->rayTest(position + rotation * localRayStart, position + rotation * localRayEnd, result);
if (result.m_closestHitFraction < 1.0f) {
world->rayTest(position + rotation * localRayStart, position + rotation * localRayEnd, result);
if (result.m_closestHitFraction < 1.0f) {
_bottomPoints.push_back(localRayStart + result.m_closestHitFraction * reach);
}
}