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authorCampbell Barton <ideasman42@gmail.com>2012-07-22 02:58:08 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-07-22 02:58:08 +0400
commit9b515033071b40e982ef647ee225e8afc377e0c9 (patch)
treeb8906cf9d21d2441c6dd0db1b518561def3f8f1a /source/gameengine/Physics/common
parent049dd8a0ffa94b0d02033877ec99172659b89d8c (diff)
style cleanup
Diffstat (limited to 'source/gameengine/Physics/common')
-rw-r--r--source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
index 8fde9e289dc..30d63e6695d 100644
--- a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
+++ b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
@@ -107,7 +107,7 @@ class PHY_IPhysicsEnvironment
/// Perform an integration step of duration 'timeStep'.
virtual bool proceedDeltaTime(double curTime,float timeStep,float interval)=0;
///draw debug lines (make sure to call this during the render phase, otherwise lines are not drawn properly)
- virtual void debugDrawWorld(){}
+ virtual void debugDrawWorld() {}
virtual void setFixedTimeStep(bool useFixedTimeStep,float fixedTimeStep)=0;
//returns 0.f if no fixed timestep is used
virtual float getFixedTimeStep()=0;
@@ -117,7 +117,7 @@ class PHY_IPhysicsEnvironment
///setNumIterations set the number of iterations for iterative solvers
virtual void setNumIterations(int numIter) {}
///setNumTimeSubSteps set the number of divisions of the timestep. Tradeoff quality versus performance.
- virtual void setNumTimeSubSteps(int numTimeSubSteps){}
+ virtual void setNumTimeSubSteps(int numTimeSubSteps) {}
///setDeactivationTime sets the minimum time that an objects has to stay within the velocity tresholds until it gets fully deactivated
virtual void setDeactivationTime(float dTime) {}
///setDeactivationLinearTreshold sets the linear velocity treshold, see setDeactivationTime
@@ -150,7 +150,7 @@ class PHY_IPhysicsEnvironment
float axis2X=0,float axis2Y=0,float axis2Z=0,int flag=0
)=0;
virtual void removeConstraint(int constraintid)=0;
- virtual float getAppliedImpulse(int constraintid){ return 0.f;}
+ virtual float getAppliedImpulse(int constraintid) { return 0.0f; }
//complex constraint for vehicles