Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/gameengine/Ketsji/KX_RayCast.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_RayCast.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/source/gameengine/Ketsji/KX_RayCast.cpp b/source/gameengine/Ketsji/KX_RayCast.cpp
index 478019c6304..5d3c943b842 100644
--- a/source/gameengine/Ketsji/KX_RayCast.cpp
+++ b/source/gameengine/Ketsji/KX_RayCast.cpp
@@ -61,18 +61,18 @@ void KX_RayCast::reportHit(PHY_RayCastResult* result)
bool KX_RayCast::RayTest(PHY_IPhysicsEnvironment* physics_environment, const MT_Point3& _frompoint, const MT_Point3& topoint, KX_RayCast& callback)
{
if (physics_environment==NULL) return false; /* prevents crashing in some cases */
-
+
// Loops over all physics objects between frompoint and topoint,
// calling callback.RayHit for each one.
//
// callback.RayHit should return true to stop looking, or false to continue.
//
// returns true if an object was found, false if not.
-
+
MT_Point3 frompoint(_frompoint);
const MT_Vector3 todir( (topoint - frompoint).safe_normalized() );
MT_Point3 prevpoint(_frompoint+todir*(-1.f));
-
+
PHY_IPhysicsController* hit_controller;
while ((hit_controller = physics_environment->RayTest(callback,
@@ -80,14 +80,14 @@ bool KX_RayCast::RayTest(PHY_IPhysicsEnvironment* physics_environment, const MT_
topoint.x(),topoint.y(),topoint.z())) != NULL)
{
KX_ClientObjectInfo *info = static_cast<KX_ClientObjectInfo*>(hit_controller->GetNewClientInfo());
-
+
if (!info)
{
printf("no info!\n");
MT_assert(info && "Physics controller with no client object info");
break;
}
-
+
// The biggest danger to endless loop, prevent this by checking that the
// hit point always progresses along the ray direction..
prevpoint -= callback.m_hitPoint;
@@ -99,7 +99,7 @@ bool KX_RayCast::RayTest(PHY_IPhysicsEnvironment* physics_environment, const MT_
return callback.m_hitFound;
// Skip past the object and keep tracing.
- // Note that retrieving in a single shot multiple hit points would be possible
+ // Note that retrieving in a single shot multiple hit points would be possible
// but it would require some change in Bullet.
prevpoint = callback.m_hitPoint;
/* We add 0.001 of fudge, so that if the margin && radius == 0.0, we don't endless loop. */
@@ -110,7 +110,7 @@ bool KX_RayCast::RayTest(PHY_IPhysicsEnvironment* physics_environment, const MT_
if (h <= 0.01f)
// the normal is almost orthogonal to the ray direction, cannot compute the other side
break;
- marg /= h;
+ marg /= h;
frompoint = callback.m_hitPoint + marg * todir;
// verify that we are not passed the to point
if ((topoint - frompoint).dot(todir) < 0.f)