remove dangling whitespace

This commit is contained in:
Andrew Meadows 2015-11-18 10:24:10 -08:00
parent ee751ed1b9
commit ae88057ad9
3 changed files with 5 additions and 5 deletions

View file

@ -664,7 +664,7 @@ void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float alpha
// draw a blue sphere at the capsule top point
glm::vec3 topPoint = _translation + _boundingCapsuleLocalOffset + (0.5f * _boundingCapsuleHeight) * glm::vec3(0.0f, 1.0f, 0.0f);
deferredLighting->renderSolidSphereInstance(batch,
deferredLighting->renderSolidSphereInstance(batch,
Transform().setTranslation(topPoint).postScale(_boundingCapsuleRadius),
glm::vec4(0.6f, 0.6f, 0.8f, alpha));
@ -672,7 +672,7 @@ void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float alpha
glm::vec3 bottomPoint = topPoint - glm::vec3(0.0f, _boundingCapsuleHeight, 0.0f);
glm::vec3 axis = topPoint - bottomPoint;
deferredLighting->renderSolidSphereInstance(batch,
deferredLighting->renderSolidSphereInstance(batch,
Transform().setTranslation(bottomPoint).postScale(_boundingCapsuleRadius),
glm::vec4(0.8f, 0.8f, 0.6f, alpha));

View file

@ -82,7 +82,7 @@ public:
bool getNeckPosition(glm::vec3& neckPosition) const;
bool getLocalNeckPosition(glm::vec3& neckPosition) const;
/// Returns the rotation of the neck joint's parent from default orientation
/// \return whether or not the neck was found
bool getNeckParentRotationFromDefaultOrientation(glm::quat& neckParentRotation) const;

View file

@ -1559,7 +1559,7 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
avgPoint += points[j];
}
avgPoint /= (float)points.size();
// compute a k-Dop bounding volume
for (uint32_t j = 0; j < cardinalDirections.size(); ++j) {
float maxDot = -FLT_MAX;
@ -1568,7 +1568,7 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
float kDot = glm::dot(cardinalDirections[j], points[k] - avgPoint);
if (kDot > maxDot) {
maxDot = kDot;
}
}
if (kDot < minDot) {
minDot = kDot;
}