mirror of
https://github.com/overte-org/overte.git
synced 2025-08-07 17:30:37 +02:00
formatting
This commit is contained in:
parent
1ab6c7a8ac
commit
45f8ed010c
1 changed files with 5 additions and 5 deletions
|
@ -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;
|
||||
|
@ -290,10 +290,10 @@ 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;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue