Browse Source

fixed 4 files out of 2792:

- removed 6 CR characters
 - removed 24 trailing whitespaces
 - replaced 15 tabs with spaces
 - fixed 1 svn:eol-style properties
undefined
Lolbot Sam Hocevar <sam@hocevar.net> 11 years ago
parent
commit
4f2663acd9
3 changed files with 17 additions and 17 deletions
  1. +1
    -1
      test/btphystest.cpp
  2. +1
    -1
      test/front_camera_sprite.lolfx
  3. +15
    -15
      test/physics/easyphysics.h

+ 1
- 1
test/btphystest.cpp View File

@@ -78,7 +78,7 @@ BtPhysTest::BtPhysTest(bool editor)


/* Create a camera that matches the settings of XNA BtPhysTest */ /* Create a camera that matches the settings of XNA BtPhysTest */
m_camera = new Camera(); m_camera = new Camera();
#if CAT_MODE #if CAT_MODE
m_camera->SetView(vec3(70.f, 50.f, 0.f), m_camera->SetView(vec3(70.f, 50.f, 0.f),
vec3(0.f, 0.f, 0.f), vec3(0.f, 0.f, 0.f),


+ 1
- 1
test/front_camera_sprite.lolfx View File

@@ -24,7 +24,7 @@ void main(void)
float cosX = cos(in_sprite_orientation); float cosX = cos(in_sprite_orientation);
float sinY = sinX; float sinY = sinX;
mat2 rotationMatrix = mat2(cosX, -sinX, sinY, cosX); mat2 rotationMatrix = mat2(cosX, -sinX, sinY, cosX);
v_offset.xy = rotationMatrix * v_offset.xy; v_offset.xy = rotationMatrix * v_offset.xy;


//Billboard calculations //Billboard calculations


+ 15
- 15
test/physics/easyphysics.h View File

@@ -63,18 +63,18 @@ public:
virtual void RemoveFromSimulation(class Simulation* current_simulation); virtual void RemoveFromSimulation(class Simulation* current_simulation);


//Force/Impulse functions //Force/Impulse functions
virtual void AddImpulse(const lol::vec3& impulse);
virtual void AddImpulse(const lol::vec3& impulse);
virtual void AddImpulse(const lol::vec3& impulse, const lol::vec3& rel_pos); virtual void AddImpulse(const lol::vec3& impulse, const lol::vec3& rel_pos);
virtual void AddImpulseTorque(const lol::vec3& torque);
virtual void AddForce(const lol::vec3& force);
virtual void AddForce(const lol::vec3& force, const lol::vec3& rel_pos);
virtual void AddImpulseTorque(const lol::vec3& torque);
virtual void AddForce(const lol::vec3& force);
virtual void AddForce(const lol::vec3& force, const lol::vec3& rel_pos);
virtual void AddForceTorque(const lol::vec3& torque); virtual void AddForceTorque(const lol::vec3& torque);


//Movements getter //Movements getter
lol::vec3 GetLinearVelocity() const;
lol::vec3 GetLinearForce() const;
lol::vec3 GetAngularVelocity() const;
lol::vec3 GetAngularForce() const;
lol::vec3 GetLinearVelocity() const;
lol::vec3 GetLinearForce() const;
lol::vec3 GetAngularVelocity() const;
lol::vec3 GetAngularForce() const;


protected: protected:
virtual void SetLocalInertia(float mass); virtual void SetLocalInertia(float mass);
@@ -119,18 +119,18 @@ public:
virtual void RemoveFromSimulation(class Simulation* current_simulation) { } virtual void RemoveFromSimulation(class Simulation* current_simulation) { }


//Force/Impulse functions //Force/Impulse functions
virtual void AddImpulse(const lol::vec3& impulse) { }
virtual void AddImpulse(const lol::vec3& impulse) { }
virtual void AddImpulse(const lol::vec3& impulse, const lol::vec3& rel_pos) { } virtual void AddImpulse(const lol::vec3& impulse, const lol::vec3& rel_pos) { }
virtual void AddImpulseTorque(const lol::vec3& torque) { }
virtual void AddForce(const lol::vec3& force) { }
virtual void AddForce(const lol::vec3& force, const lol::vec3& rel_pos) { }
virtual void AddImpulseTorque(const lol::vec3& torque) { }
virtual void AddForce(const lol::vec3& force) { }
virtual void AddForce(const lol::vec3& force, const lol::vec3& rel_pos) { }
virtual void AddForceTorque(const lol::vec3& torque) { } virtual void AddForceTorque(const lol::vec3& torque) { }


//Movements getter //Movements getter
lol::vec3 GetLinearVelocity() const { return lol::vec3(.0f); } lol::vec3 GetLinearVelocity() const { return lol::vec3(.0f); }
lol::vec3 GetLinearForce() const { return lol::vec3(.0f); }
lol::vec3 GetAngularVelocity() const { return lol::vec3(.0f); }
lol::vec3 GetAngularForce() const { return lol::vec3(.0f); }
lol::vec3 GetLinearForce() const { return lol::vec3(.0f); }
lol::vec3 GetAngularVelocity() const { return lol::vec3(.0f); }
lol::vec3 GetAngularForce() const { return lol::vec3(.0f); }


virtual void InitBodyToGhost() { } virtual void InitBodyToGhost() { }




Loading…
Cancel
Save