cleanup formatting

This commit is contained in:
Andrew Meadows 2015-03-17 09:01:36 -07:00
parent b4263cd2eb
commit 9ea13fac37

View file

@ -53,7 +53,7 @@ m_me = me;
virtual btScalar addSingleResult(btCollisionWorld::LocalRayResult& rayResult, bool normalInWorldSpace)
{
if(rayResult.m_collisionObject == m_me)
if (rayResult.m_collisionObject == m_me)
return 1.0;
return ClosestRayResultCallback::addSingleResult(rayResult, normalInWorldSpace);
@ -221,7 +221,6 @@ bool CharacterController::recoverFromPenetration(btCollisionWorld* collisionWorl
if (dist < maxPen) {
maxPen = dist;
m_touchingNormal = pt.m_normalWorldOnB * directionSign;//??
}
m_currentPosition += pt.m_normalWorldOnB * directionSign * dist * btScalar(0.2);
penetration = true;
@ -282,7 +281,7 @@ void CharacterController::stepUp( btCollisionWorld* world) {
void CharacterController::updateTargetPositionBasedOnCollision(const btVector3& hitNormal, btScalar tangentMag, btScalar normalMag) {
btVector3 movementDirection = m_targetPosition - m_currentPosition;
btScalar movementLength = movementDirection.length();
if (movementLength>SIMD_EPSILON) {
if (movementLength > SIMD_EPSILON) {
movementDirection.normalize();
btVector3 reflectDir = computeReflectionDirection(movementDirection, hitNormal);
@ -296,12 +295,12 @@ void CharacterController::updateTargetPositionBasedOnCollision(const btVector3&
m_targetPosition = m_currentPosition;
//if (tangentMag != 0.0) {
if (0) {
btVector3 parComponent = parallelDir * btScalar(tangentMag*movementLength);
btVector3 parComponent = parallelDir * btScalar(tangentMag * movementLength);
m_targetPosition += parComponent;
}
if (normalMag != 0.0) {
btVector3 perpComponent = perpindicularDir * btScalar(normalMag*movementLength);
btVector3 perpComponent = perpindicularDir * btScalar(normalMag * movementLength);
m_targetPosition += perpComponent;
}
}
@ -337,11 +336,9 @@ void CharacterController::stepForwardAndStrafe( btCollisionWorld* collisionWorld
callback.m_collisionFilterGroup = getGhostObject()->getBroadphaseHandle()->m_collisionFilterGroup;
callback.m_collisionFilterMask = getGhostObject()->getBroadphaseHandle()->m_collisionFilterMask;
btScalar margin = m_convexShape->getMargin();
m_convexShape->setMargin(margin + m_addedMargin);
if (m_useGhostObjectSweepTest) {
m_ghostObject->convexSweepTest(m_convexShape, start, end, callback, collisionWorld->getDispatchInfo().m_allowedCcdPenetration);
} else {
@ -350,7 +347,6 @@ void CharacterController::stepForwardAndStrafe( btCollisionWorld* collisionWorld
m_convexShape->setMargin(margin);
fraction -= callback.m_closestHitFraction;
if (callback.hasHit()) {
@ -443,13 +439,13 @@ void CharacterController::stepDown( btCollisionWorld* collisionWorld, btScalar d
btScalar downDistance = (m_verticalVelocity < 0.0f ? -m_verticalVelocity : 0.0f) * dt;
bool has_hit = false;
if(bounce_fix == true) {
if (bounce_fix == true) {
has_hit = callback.hasHit() || callback2.hasHit();
} else {
has_hit = callback2.hasHit();
}
if(downDistance > 0.0 && downDistance < m_stepHeight && has_hit == true && runOnce == false
if (downDistance > 0.0 && downDistance < m_stepHeight && has_hit == true && runOnce == false
&& (m_wasOnGround || !m_wasJumping)) {
//redo the velocity calculation when falling a small amount, for fast stairs motion
//for larger falls, use the smoother/slower interpolated movement by not touching the target position
@ -475,9 +471,9 @@ void CharacterController::stepDown( btCollisionWorld* collisionWorld, btScalar d
//due to errors in the closestHitFraction variable when used with large polygons, calculate the hit fraction manually
m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, fraction);
}
}
else
} else {
m_currentPosition.setInterpolate3 (m_currentPosition, m_targetPosition, callback.m_closestHitFraction);
}
full_drop = false;