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author | Campbell Barton <ideasman42@gmail.com> | 2012-07-22 02:58:08 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2012-07-22 02:58:08 +0400 |
commit | 9b515033071b40e982ef647ee225e8afc377e0c9 (patch) | |
tree | b8906cf9d21d2441c6dd0db1b518561def3f8f1a /source/gameengine/Physics | |
parent | 049dd8a0ffa94b0d02033877ec99172659b89d8c (diff) |
style cleanup
Diffstat (limited to 'source/gameengine/Physics')
-rw-r--r-- | source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h | 6 |
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 |