Fixing spacing nits in balls class

This commit is contained in:
Philip Rosedale 2013-04-26 10:21:17 -07:00
parent 4916da39fa
commit e304e0dfb3

View file

@ -15,10 +15,10 @@ Balls::Balls(int numberOfBalls) {
_numberOfBalls = numberOfBalls; _numberOfBalls = numberOfBalls;
_balls = new Ball[_numberOfBalls]; _balls = new Ball[_numberOfBalls];
for (unsigned int i = 0; i < _numberOfBalls; ++i) { for (unsigned int i = 0; i < _numberOfBalls; ++i) {
_balls[i].position = glm::vec3(1.0 + randFloat()*0.5, _balls[i].position = glm::vec3(1.0 + randFloat() * 0.5,
0.5 + randFloat()*0.5, 0.5 + randFloat() * 0.5,
1.0 + randFloat()*0.5); 1.0 + randFloat() * 0.5);
_balls[i].radius = 0.02 + randFloat()*0.06; _balls[i].radius = 0.02 + randFloat() * 0.06;
for (unsigned int j = 0; j < NUMBER_SPRINGS; ++j) { for (unsigned int j = 0; j < NUMBER_SPRINGS; ++j) {
_balls[i].links[j] = rand() % (numberOfBalls + 1); _balls[i].links[j] = rand() % (numberOfBalls + 1);
if (_balls[i].links[j]-1 == i) { _balls[i].links[j] = 0; } if (_balls[i].links[j]-1 == i) { _balls[i].links[j] = 0; }
@ -42,7 +42,7 @@ void Balls::render() {
// Render springs // Render springs
if (RENDER_SPRINGS) { if (RENDER_SPRINGS) {
glColor3f(0.74,0.91,0.62); glColor3f(0.74, 0.91, 0.62);
for (unsigned int i = 0; i < _numberOfBalls; ++i) { for (unsigned int i = 0; i < _numberOfBalls; ++i) {
glBegin(GL_LINES); glBegin(GL_LINES);
for (unsigned int j = 0; j < NUMBER_SPRINGS; ++j) { for (unsigned int j = 0; j < NUMBER_SPRINGS; ++j) {
@ -73,7 +73,7 @@ void Balls::simulate(float deltaTime) {
_balls[i].position += _balls[i].velocity * deltaTime; _balls[i].position += _balls[i].velocity * deltaTime;
// Drag: decay velocity // Drag: decay velocity
_balls[i].velocity *= (1.f - CONSTANT_VELOCITY_DAMPING*deltaTime); _balls[i].velocity *= (1.f - CONSTANT_VELOCITY_DAMPING * deltaTime);
// Add noise // Add noise
_balls[i].velocity += glm::vec3((randFloat() - 0.5) * NOISE_SCALE, _balls[i].velocity += glm::vec3((randFloat() - 0.5) * NOISE_SCALE,