removing tabs from formatting

This commit is contained in:
Andrew Meadows 2015-01-21 11:55:28 -08:00
parent e49c76656f
commit 6840daa0b5

View file

@ -159,14 +159,14 @@ void PhysicsEngine::relayIncomingChangesToSimulation() {
void PhysicsEngine::removeContacts(ObjectMotionState* motionState) {
// trigger events for new/existing/old contacts
ContactMap::iterator contactItr = _contactMap.begin();
while (contactItr != _contactMap.end()) {
ContactMap::iterator contactItr = _contactMap.begin();
while (contactItr != _contactMap.end()) {
if (contactItr->first._a == motionState || contactItr->first._b == motionState) {
ContactMap::iterator iterToDelete = contactItr;
++contactItr;
_contactMap.erase(iterToDelete);
ContactMap::iterator iterToDelete = contactItr;
++contactItr;
_contactMap.erase(iterToDelete);
} else {
++contactItr;
++contactItr;
}
}
}
@ -251,26 +251,26 @@ void PhysicsEngine::stepSimulation() {
void PhysicsEngine::computeCollisionEvents() {
// update all contacts
int numManifolds = _collisionDispatcher->getNumManifolds();
for (int i = 0; i < numManifolds; ++i) {
btPersistentManifold* contactManifold = _collisionDispatcher->getManifoldByIndexInternal(i);
for (int i = 0; i < numManifolds; ++i) {
btPersistentManifold* contactManifold = _collisionDispatcher->getManifoldByIndexInternal(i);
if (contactManifold->getNumContacts() > 0) {
const btCollisionObject* objectA = static_cast<const btCollisionObject*>(contactManifold->getBody0());
const btCollisionObject* objectB = static_cast<const btCollisionObject*>(contactManifold->getBody1());
const btCollisionObject* objectA = static_cast<const btCollisionObject*>(contactManifold->getBody0());
const btCollisionObject* objectB = static_cast<const btCollisionObject*>(contactManifold->getBody1());
void* a = objectA->getUserPointer();
void* b = objectB->getUserPointer();
if (a || b) {
// the manifold has up to 4 distinct points, but only extract info from the first
_contactMap[ContactKey(a, b)].update(_numSubsteps, contactManifold->getContactPoint(0), _originOffset);
_contactMap[ContactKey(a, b)].update(_numSubsteps, contactManifold->getContactPoint(0), _originOffset);
}
}
}
// scan known contacts and trigger events
ContactMap::iterator contactItr = _contactMap.begin();
while (contactItr != _contactMap.end()) {
ObjectMotionState* A = static_cast<ObjectMotionState*>(contactItr->first._a);
ObjectMotionState* B = static_cast<ObjectMotionState*>(contactItr->first._b);
ContactMap::iterator contactItr = _contactMap.begin();
while (contactItr != _contactMap.end()) {
ObjectMotionState* A = static_cast<ObjectMotionState*>(contactItr->first._a);
ObjectMotionState* B = static_cast<ObjectMotionState*>(contactItr->first._b);
// TODO: make triggering these events clean and efficient. The code at this context shouldn't
// have to figure out what kind of object (entity, avatar, etc) these are in order to properly
@ -289,13 +289,13 @@ void PhysicsEngine::computeCollisionEvents() {
}
// TODO: enable scripts to filter based on contact event type
ContactEventType type = contactItr->second.computeType(_numSubsteps);
ContactEventType type = contactItr->second.computeType(_numSubsteps);
if (type == CONTACT_EVENT_TYPE_END) {
ContactMap::iterator iterToDelete = contactItr;
++contactItr;
_contactMap.erase(iterToDelete);
ContactMap::iterator iterToDelete = contactItr;
++contactItr;
_contactMap.erase(iterToDelete);
} else {
++contactItr;
++contactItr;
}
}
}