From 9799693135189f176e4b7009ac7143919328ecde Mon Sep 17 00:00:00 2001 From: Andrew Meadows Date: Mon, 2 Nov 2015 09:17:51 -0800 Subject: [PATCH] remove extra whitespace --- interface/src/avatar/MyAvatar.cpp | 10 +++++----- libraries/shared/src/AtRestDetector.cpp | 2 +- 2 files changed, 6 insertions(+), 6 deletions(-) diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index e3528f3287..95a494e4fd 100644 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -250,7 +250,7 @@ void MyAvatar::simulate(float deltaTime) { { PerformanceTimer perfTimer("transform"); bool stepAction = false; - // When there are no step values, we zero out the last step pulse. + // When there are no step values, we zero out the last step pulse. // This allows a user to do faster snapping by tapping a control for (int i = STEP_TRANSLATE_X; !stepAction && i <= STEP_YAW; ++i) { if (_driveKeys[i] != 0.0f) { @@ -1297,7 +1297,7 @@ void MyAvatar::prepareForPhysicsSimulation() { _characterController.setAvatarPositionAndOrientation(getPosition(), getOrientation()); updateHMDFollowVelocity(); _characterController.setHMDVelocity(_hmdFollowVelocity); -} +} void MyAvatar::harvestResultsFromPhysicsSimulation() { glm::vec3 position = getPosition(); @@ -1338,7 +1338,7 @@ void MyAvatar::adjustSensorTransform(glm::vec3 hmdShift) { _bodySensorMatrix = newBodySensorMatrix; } else { // physics already did the positional blending for us - glm::vec3 newBodyPosition = getPosition(); + glm::vec3 newBodyPosition = getPosition(); // but the rotational part must be done manually glm::quat newBodyRotation = glm::normalize(safeMix(getOrientation(), finalBodyRotation, blendFactor)); nextAttitude(newBodyPosition, newBodyRotation); @@ -1453,7 +1453,7 @@ void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, fl getHead()->renderLookAts(renderArgs); } - if (renderArgs->_renderMode != RenderArgs::SHADOW_RENDER_MODE && + if (renderArgs->_renderMode != RenderArgs::SHADOW_RENDER_MODE && Menu::getInstance()->isOptionChecked(MenuOption::DisplayHandTargets)) { getHand()->renderHandTargets(renderArgs, true); } @@ -1932,7 +1932,7 @@ void MyAvatar::updateMotionBehaviorFromMenu() { QMetaObject::invokeMethod(this, "updateMotionBehaviorFromMenu"); return; } - + Menu* menu = Menu::getInstance(); if (menu->isOptionChecked(MenuOption::KeyboardMotorControl)) { _motionBehaviors |= AVATAR_MOTION_KEYBOARD_MOTOR_ENABLED; diff --git a/libraries/shared/src/AtRestDetector.cpp b/libraries/shared/src/AtRestDetector.cpp index 799450df94..d790e2b066 100644 --- a/libraries/shared/src/AtRestDetector.cpp +++ b/libraries/shared/src/AtRestDetector.cpp @@ -31,7 +31,7 @@ void AtRestDetector::reset(const glm::vec3& startPosition, const glm::quat& star } bool AtRestDetector::update(const glm::vec3& position, const glm::quat& rotation) { - uint64_t now = usecTimestampNow(); + uint64_t now = usecTimestampNow(); float dt = (float)(_lastUpdateTime - now) / (float)USECS_PER_SECOND; _lastUpdateTime = now; const float TAU = 1.0f;