From 45f8ed010cd820819490b698ba991cf6ee9c5709 Mon Sep 17 00:00:00 2001 From: luiscuenca Date: Thu, 12 Jul 2018 16:03:15 -0700 Subject: [PATCH] formatting --- libraries/physics/src/CharacterController.cpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/libraries/physics/src/CharacterController.cpp b/libraries/physics/src/CharacterController.cpp index 7f63fd9f5e..cee0e6a1fa 100755 --- a/libraries/physics/src/CharacterController.cpp +++ b/libraries/physics/src/CharacterController.cpp @@ -280,7 +280,7 @@ void CharacterController::playerStep(btCollisionWorld* collisionWorld, btScalar // then the two rotations are effectively adjacent const float MIN_DOT_PRODUCT_OF_ADJACENT_QUATERNIONS = 0.99999f; // corresponds to approx 0.5 degrees if (fabsf(qDot) < MIN_DOT_PRODUCT_OF_ADJACENT_QUATERNIONS) { - if (qDot < 0.0f) { + if (qDot < 0.0f) { // the quaternions are actually on opposite hyperhemispheres // so we move one to agree with the other and negate qDot desiredRot = -desiredRot; @@ -290,16 +290,16 @@ void CharacterController::playerStep(btCollisionWorld* collisionWorld, btScalar // the axis is the imaginary part, but scaled by sin(angle/2) btVector3 axis(deltaRot.getX(), deltaRot.getY(), deltaRot.getZ()); - axis /= sqrtf(1.0f - qDot*qDot); + axis /= sqrtf(1.0f - qDot * qDot); // compute the angle we will resolve for this dt, but don't overshoot - float angle = (2.0f * acosf(qDot)); + float angle = 2.0f * acosf(qDot); if ( dt < _followTimeRemaining) { angle *= dt / _followTimeRemaining; } // accumulate rotation - deltaRot = btQuaternion(axis, angle); + deltaRot = btQuaternion(axis, angle); _followAngularDisplacement = (deltaRot * _followAngularDisplacement).normalize(); // in order to accumulate displacement of avatar position, we need to take _shapeLocalOffset into account. @@ -307,7 +307,7 @@ void CharacterController::playerStep(btCollisionWorld* collisionWorld, btScalar endRot = deltaRot * startRot; btVector3 swingDisplacement = rotateVector(endRot, -shapeLocalOffset) - rotateVector(startRot, -shapeLocalOffset); - _followLinearDisplacement += swingDisplacement; + _followLinearDisplacement += swingDisplacement; } _rigidBody->setWorldTransform(btTransform(endRot, endPos)); }