cleanup formatting

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

View file

@ -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;
@ -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()) {
@ -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;