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fix for coding standard
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parent
475dad6863
commit
7e7500eaad
1 changed files with 2 additions and 2 deletions
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@ -137,7 +137,7 @@ function update(deltaTime) {
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var CLOSE_ENOUGH = 0.001;
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var CLOSE_ENOUGH = 0.001;
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var FULL_STRENGTH = 0.025;
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var FULL_STRENGTH = 0.025;
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var distanceToTarget = Vec3.length(dPosition);
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var distanceToTarget = Vec3.length(dPosition);
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if (distanceToTarget/cameraEntityDistance > CLOSE_ENOUGH) {
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if (distanceToTarget / cameraEntityDistance > CLOSE_ENOUGH) {
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// compute current velocity in the direction we want to move
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// compute current velocity in the direction we want to move
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var velocityTowardTarget = Vec3.dot(currentVelocity, Vec3.normalize(dPosition));
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var velocityTowardTarget = Vec3.dot(currentVelocity, Vec3.normalize(dPosition));
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// compute the speed we would like to be going toward the target position
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// compute the speed we would like to be going toward the target position
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@ -147,7 +147,7 @@ function update(deltaTime) {
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// compute how much we want to add to the existing velocity
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// compute how much we want to add to the existing velocity
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var addedVelocity = Vec3.subtract(desiredVelocity, velocityTowardTarget);
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var addedVelocity = Vec3.subtract(desiredVelocity, velocityTowardTarget);
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// If target is too far, roll off the force as inverse square of distance
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// If target is too far, roll off the force as inverse square of distance
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if (distanceToTarget/cameraEntityDistance > FULL_STRENGTH) {
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if (distanceToTarget / cameraEntityDistance > FULL_STRENGTH) {
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addedVelocity = Vec3.multiply(addedVelocity, Math.pow(FULL_STRENGTH / distanceToTarget, 2.0));
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addedVelocity = Vec3.multiply(addedVelocity, Math.pow(FULL_STRENGTH / distanceToTarget, 2.0));
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}
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}
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var newVelocity = Vec3.sum(currentVelocity, addedVelocity);
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var newVelocity = Vec3.sum(currentVelocity, addedVelocity);
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