Cleanup: trailing space in source/gameengine/
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@@ -230,7 +230,7 @@ void KX_ObstacleSimulation::AddObstaclesForNavMesh(KX_NavMeshObject* navmeshobj)
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if (poly->n[j]) continue;
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const float* vj = navmesh->getVertex(poly->v[j]);
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const float* vi = navmesh->getVertex(poly->v[i]);
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KX_Obstacle* obstacle = CreateObstacle(navmeshobj);
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obstacle->m_type = KX_OBSTACLE_NAV_MESH;
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obstacle->m_shape = KX_OBSTACLE_SEGMENT;
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@@ -292,7 +292,7 @@ KX_Obstacle* KX_ObstacleSimulation::GetObstacle(KX_GameObject* gameobj)
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return NULL;
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}
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void KX_ObstacleSimulation::AdjustObstacleVelocity(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
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void KX_ObstacleSimulation::AdjustObstacleVelocity(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
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MT_Vector3& velocity, MT_Scalar maxDeltaSpeed,MT_Scalar maxDeltaAngle)
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{
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}
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@@ -383,7 +383,7 @@ KX_ObstacleSimulationTOI::KX_ObstacleSimulationTOI(MT_Scalar levelHeight, bool e
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}
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void KX_ObstacleSimulationTOI::AdjustObstacleVelocity(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
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void KX_ObstacleSimulationTOI::AdjustObstacleVelocity(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
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MT_Vector3& velocity, MT_Scalar maxDeltaSpeed, MT_Scalar maxDeltaAngle)
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{
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int nobs = m_obstacles.size();
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@@ -433,7 +433,7 @@ KX_ObstacleSimulationTOI_rays::KX_ObstacleSimulationTOI_rays(MT_Scalar levelHeig
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}
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void KX_ObstacleSimulationTOI_rays::sampleRVO(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
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void KX_ObstacleSimulationTOI_rays::sampleRVO(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
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const float maxDeltaAngle)
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{
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MT_Vector2 vel(activeObst->dvel[0], activeObst->dvel[1]);
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@@ -580,7 +580,7 @@ void KX_ObstacleSimulationTOI_rays::sampleRVO(KX_Obstacle* activeObst, KX_NavMes
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///////////********* TOI_cells**********/////////////////
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static void processSamples(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
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static void processSamples(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
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KX_Obstacles& obstacles, float levelHeight, const float vmax,
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const float* spos, const float cs, const int nspos, float* res,
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float maxToi, float velWeight, float curVelWeight, float sideWeight,
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@@ -596,7 +596,7 @@ static void processSamples(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavM
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}
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float activeObstPos[2];
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vset(activeObstPos, activeObst->m_pos.x(), activeObst->m_pos.y());
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vset(activeObstPos, activeObst->m_pos.x(), activeObst->m_pos.y());
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/* adist = vdot(adir, activeObstPos); */
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float minPenalty = FLT_MAX;
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@@ -630,7 +630,7 @@ static void processSamples(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavM
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// Side
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// NOTE: dp, and dv are constant over the whole calculation,
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// they can be precomputed per object.
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// they can be precomputed per object.
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const float* pa = activeObstPos;
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float pb[2];
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vset(pb, ob->m_pos.x(), ob->m_pos.y());
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@@ -739,7 +739,7 @@ static void processSamples(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavM
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}
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}
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void KX_ObstacleSimulationTOI_cells::sampleRVO(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
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void KX_ObstacleSimulationTOI_cells::sampleRVO(KX_Obstacle* activeObst, KX_NavMeshObject* activeNavMeshObj,
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const float maxDeltaAngle)
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{
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vset(activeObst->nvel, 0.f, 0.f);
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@@ -771,7 +771,7 @@ void KX_ObstacleSimulationTOI_cells::sampleRVO(KX_Obstacle* activeObst, KX_NavMe
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}
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}
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}
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processSamples(activeObst, activeNavMeshObj, m_obstacles, m_levelHeight, vmax, spos, cs/2,
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processSamples(activeObst, activeNavMeshObj, m_obstacles, m_levelHeight, vmax, spos, cs/2,
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nspos, activeObst->nvel, m_maxToi, m_velWeight, m_curVelWeight, m_collisionWeight, m_toiWeight);
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}
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else
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