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remove extra whitespace
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parent
fd557c4e52
commit
9799693135
2 changed files with 6 additions and 6 deletions
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@ -250,7 +250,7 @@ void MyAvatar::simulate(float deltaTime) {
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{
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PerformanceTimer perfTimer("transform");
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bool stepAction = false;
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// When there are no step values, we zero out the last step pulse.
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// When there are no step values, we zero out the last step pulse.
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// This allows a user to do faster snapping by tapping a control
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for (int i = STEP_TRANSLATE_X; !stepAction && i <= STEP_YAW; ++i) {
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if (_driveKeys[i] != 0.0f) {
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@ -1297,7 +1297,7 @@ void MyAvatar::prepareForPhysicsSimulation() {
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_characterController.setAvatarPositionAndOrientation(getPosition(), getOrientation());
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updateHMDFollowVelocity();
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_characterController.setHMDVelocity(_hmdFollowVelocity);
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}
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}
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void MyAvatar::harvestResultsFromPhysicsSimulation() {
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glm::vec3 position = getPosition();
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@ -1338,7 +1338,7 @@ void MyAvatar::adjustSensorTransform(glm::vec3 hmdShift) {
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_bodySensorMatrix = newBodySensorMatrix;
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} else {
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// physics already did the positional blending for us
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glm::vec3 newBodyPosition = getPosition();
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glm::vec3 newBodyPosition = getPosition();
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// but the rotational part must be done manually
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glm::quat newBodyRotation = glm::normalize(safeMix(getOrientation(), finalBodyRotation, blendFactor));
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nextAttitude(newBodyPosition, newBodyRotation);
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@ -1453,7 +1453,7 @@ void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, fl
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getHead()->renderLookAts(renderArgs);
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}
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if (renderArgs->_renderMode != RenderArgs::SHADOW_RENDER_MODE &&
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if (renderArgs->_renderMode != RenderArgs::SHADOW_RENDER_MODE &&
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Menu::getInstance()->isOptionChecked(MenuOption::DisplayHandTargets)) {
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getHand()->renderHandTargets(renderArgs, true);
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}
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@ -1932,7 +1932,7 @@ void MyAvatar::updateMotionBehaviorFromMenu() {
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QMetaObject::invokeMethod(this, "updateMotionBehaviorFromMenu");
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return;
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}
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Menu* menu = Menu::getInstance();
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if (menu->isOptionChecked(MenuOption::KeyboardMotorControl)) {
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_motionBehaviors |= AVATAR_MOTION_KEYBOARD_MOTOR_ENABLED;
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@ -31,7 +31,7 @@ void AtRestDetector::reset(const glm::vec3& startPosition, const glm::quat& star
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}
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bool AtRestDetector::update(const glm::vec3& position, const glm::quat& rotation) {
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uint64_t now = usecTimestampNow();
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uint64_t now = usecTimestampNow();
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float dt = (float)(_lastUpdateTime - now) / (float)USECS_PER_SECOND;
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_lastUpdateTime = now;
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const float TAU = 1.0f;
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