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-rw-r--r--source/gameengine/Physics/common/PHY_DynamicTypes.h8
-rw-r--r--source/gameengine/Physics/common/PHY_ICharacter.h4
-rw-r--r--source/gameengine/Physics/common/PHY_IController.h2
-rw-r--r--source/gameengine/Physics/common/PHY_IMotionState.h6
-rw-r--r--source/gameengine/Physics/common/PHY_IPhysicsController.h6
-rw-r--r--source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h12
-rw-r--r--source/gameengine/Physics/common/PHY_IVehicle.h12
-rw-r--r--source/gameengine/Physics/common/PHY_Pro.h8
8 files changed, 29 insertions, 29 deletions
diff --git a/source/gameengine/Physics/common/PHY_DynamicTypes.h b/source/gameengine/Physics/common/PHY_DynamicTypes.h
index d10f48ad7a4..a92a950b26f 100644
--- a/source/gameengine/Physics/common/PHY_DynamicTypes.h
+++ b/source/gameengine/Physics/common/PHY_DynamicTypes.h
@@ -4,8 +4,8 @@ Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
-Permission is granted to anyone to use this software for any purpose,
-including commercial applications, and to alter it and redistribute it freely,
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
@@ -32,7 +32,7 @@ enum
PHY_OBJECT_RESPONSE, /* Object Dynamic Geometry Response */
PHY_STATIC_RESPONSE, /* Static Geometry Response */
PHY_BROADPH_RESPONSE, /* broadphase Response */
-
+
PHY_NUM_RESPONSE
};
@@ -58,7 +58,7 @@ typedef enum PHY_PhysicsType {
PHY_CONCAVE_RIGIDBODY=16399,
PHY_CONVEX_FIXEDBODY=16388,//'collision object'
PHY_CONCAVE_FIXEDBODY=16401,
- PHY_CONVEX_KINEMATICBODY=16387,//
+ PHY_CONVEX_KINEMATICBODY=16387,//
PHY_CONCAVE_KINEMATICBODY=16400,
PHY_CONVEX_PHANTOMBODY=16398,
PHY_CONCAVE_PHANTOMBODY=16402
diff --git a/source/gameengine/Physics/common/PHY_ICharacter.h b/source/gameengine/Physics/common/PHY_ICharacter.h
index 1a924904b7d..9c27e1fe2b8 100644
--- a/source/gameengine/Physics/common/PHY_ICharacter.h
+++ b/source/gameengine/Physics/common/PHY_ICharacter.h
@@ -14,7 +14,7 @@
class PHY_ICharacter
{
-public:
+public:
virtual ~PHY_ICharacter() {};
virtual void Jump()= 0;
@@ -22,7 +22,7 @@ public:
virtual float GetGravity()= 0;
virtual void SetGravity(float gravity)= 0;
-
+
virtual unsigned char GetMaxJumps() = 0;
virtual void SetMaxJumps(unsigned char maxJumps) = 0;
diff --git a/source/gameengine/Physics/common/PHY_IController.h b/source/gameengine/Physics/common/PHY_IController.h
index 741fae8d2ad..23974959618 100644
--- a/source/gameengine/Physics/common/PHY_IController.h
+++ b/source/gameengine/Physics/common/PHY_IController.h
@@ -54,7 +54,7 @@ class PHY_IController
virtual void SetNewClientInfo(void* clientinfo)=0;
virtual void SetPhysicsEnvironment(class PHY_IPhysicsEnvironment *env)=0;
-
+
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:PHY_IController")
#endif
diff --git a/source/gameengine/Physics/common/PHY_IMotionState.h b/source/gameengine/Physics/common/PHY_IMotionState.h
index e803d658713..0474d9abc72 100644
--- a/source/gameengine/Physics/common/PHY_IMotionState.h
+++ b/source/gameengine/Physics/common/PHY_IMotionState.h
@@ -52,14 +52,14 @@ class PHY_IMotionState
// ori = array 12 floats, [0..3] = first column + 0, [4..7] = second column, [8..11] = third column
virtual void GetWorldOrientation(float* ori)=0;
virtual void SetWorldOrientation(const float* ori)=0;
-
+
virtual void SetWorldPosition(float posX,float posY,float posZ)=0;
virtual void SetWorldOrientation(float quatIma0,float quatIma1,float quatIma2,float quatReal)=0;
virtual void CalculateWorldTransformations()=0;
-
-
+
+
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:PHY_IMotionState")
#endif
diff --git a/source/gameengine/Physics/common/PHY_IPhysicsController.h b/source/gameengine/Physics/common/PHY_IPhysicsController.h
index 4c6e8c71ef7..195f4ccee4b 100644
--- a/source/gameengine/Physics/common/PHY_IPhysicsController.h
+++ b/source/gameengine/Physics/common/PHY_IPhysicsController.h
@@ -61,7 +61,7 @@ class PHY_IPhysicsController : public PHY_IController
/**
* WriteMotionStateToDynamics ynchronizes dynas, kinematic and deformable entities (and do 'late binding')
*/
-
+
virtual void WriteMotionStateToDynamics(bool nondynaonly)=0;
virtual void WriteDynamicsToMotionState()=0;
virtual class PHY_IMotionState* GetMotionState() = 0;
@@ -108,7 +108,7 @@ class PHY_IPhysicsController : public PHY_IController
virtual MT_Vector3 GetVelocity(const MT_Point3& pos)=0;
virtual MT_Vector3 GetLocalInertia()=0;
- // dyna's that are rigidbody are free in orientation, dyna's with non-rigidbody are restricted
+ // dyna's that are rigidbody are free in orientation, dyna's with non-rigidbody are restricted
virtual void SetRigidBody(bool rigid)=0;
virtual PHY_IPhysicsController* GetReplica() {return 0;}
@@ -124,7 +124,7 @@ class PHY_IPhysicsController : public PHY_IController
virtual void SetLinVelocityMin(float val) = 0;
virtual float GetLinVelocityMax() const=0;
virtual void SetLinVelocityMax(float val) = 0;
-
+
virtual void SetAngularVelocityMin(float val) = 0;
virtual float GetAngularVelocityMin() const = 0;
virtual void SetAngularVelocityMax(float val) = 0;
diff --git a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
index 72ec7b1edd0..59612b10b57 100644
--- a/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
+++ b/source/gameengine/Physics/common/PHY_IPhysicsEnvironment.h
@@ -65,7 +65,7 @@ struct PHY_RayCastResult
PHY_IPhysicsController* m_controller;
MT_Vector3 m_hitPoint;
MT_Vector3 m_hitNormal;
- const RAS_MeshObject* m_meshObject; // !=NULL for mesh object (only for Bullet controllers)
+ const RAS_MeshObject* m_meshObject; // !=NULL for mesh object (only for Bullet controllers)
int m_polygon; // index of the polygon hit by the ray,
// only if m_meshObject != NULL
int m_hitUVOK; // !=0 if UV coordinate in m_hitUV is valid
@@ -73,8 +73,8 @@ struct PHY_RayCastResult
};
/**
- * This class replaces the ignoreController parameter of rayTest function.
- * It allows more sophisticated filtering on the physics controller before computing the ray intersection to save CPU.
+ * This class replaces the ignoreController parameter of rayTest function.
+ * It allows more sophisticated filtering on the physics controller before computing the ray intersection to save CPU.
* It is only used to its full extend by the Ccd physics environment (Bullet).
*/
class PHY_IRayCastFilterCallback
@@ -95,7 +95,7 @@ public:
virtual void reportHit(PHY_RayCastResult* result) = 0;
- PHY_IRayCastFilterCallback(PHY_IPhysicsController* ignoreController, bool faceNormal=false, bool faceUV=false)
+ PHY_IRayCastFilterCallback(PHY_IPhysicsController* ignoreController, bool faceNormal=false, bool faceUV=false)
:m_ignoreController(ignoreController),
m_faceNormal(faceNormal),
m_faceUV(faceUV)
@@ -195,10 +195,10 @@ class PHY_IPhysicsEnvironment
//These two methods are *solely* used to create controllers for sensor! Don't use for anything else
virtual PHY_IPhysicsController* CreateSphereController(float radius,const MT_Vector3& position) =0;
virtual PHY_IPhysicsController* CreateConeController(float coneradius,float coneheight)=0;
-
+
virtual void SetConstraintParam(int constraintId,int param,float value,float value1) = 0;
virtual float GetConstraintParam(int constraintId,int param) = 0;
-
+
virtual void ExportFile(const char* filename) {};
virtual void MergeEnvironment(PHY_IPhysicsEnvironment *other_env) = 0;
diff --git a/source/gameengine/Physics/common/PHY_IVehicle.h b/source/gameengine/Physics/common/PHY_IVehicle.h
index 7e4a49e923e..94676807be9 100644
--- a/source/gameengine/Physics/common/PHY_IVehicle.h
+++ b/source/gameengine/Physics/common/PHY_IVehicle.h
@@ -19,7 +19,7 @@ class PHY_IVehicle
{
public:
virtual ~PHY_IVehicle() {};
-
+
virtual void AddWheel(
PHY_IMotionState* motionState,
MT_Vector3 connectionPoint,
@@ -32,7 +32,7 @@ public:
virtual int GetNumWheels() const = 0;
-
+
virtual void GetWheelPosition(int wheelIndex,float& posX,float& posY,float& posZ) const = 0;
virtual void GetWheelOrientationQuaternion(int wheelIndex,float& quatX,float& quatY,float& quatZ,float& quatW) const = 0;
virtual float GetWheelRotation(int wheelIndex) const = 0;
@@ -49,13 +49,13 @@ public:
virtual void ApplyBraking(float braking,int wheelIndex) = 0;
virtual void SetWheelFriction(float friction,int wheelIndex) = 0;
-
+
virtual void SetSuspensionStiffness(float suspensionStiffness,int wheelIndex) = 0;
-
+
virtual void SetSuspensionDamping(float suspensionStiffness,int wheelIndex) = 0;
-
+
virtual void SetSuspensionCompression(float suspensionStiffness,int wheelIndex) = 0;
-
+
virtual void SetRollInfluence(float rollInfluence,int wheelIndex) = 0;
virtual void SetCoordinateSystem(int rightIndex,int upIndex,int forwardIndex) =0;
diff --git a/source/gameengine/Physics/common/PHY_Pro.h b/source/gameengine/Physics/common/PHY_Pro.h
index bfe574e73cb..632cd9bb9fb 100644
--- a/source/gameengine/Physics/common/PHY_Pro.h
+++ b/source/gameengine/Physics/common/PHY_Pro.h
@@ -37,15 +37,15 @@
// Properties of dynamic objects
struct PHY_ShapeProps {
MT_Scalar m_mass; // Total mass
- MT_Scalar m_inertia; // Inertia, should be a tensor some time
+ MT_Scalar m_inertia; // Inertia, should be a tensor some time
MT_Scalar m_lin_drag; // Linear drag (air, water) 0 = concrete, 1 = vacuum, inverted and called dampening in blenders UI
MT_Scalar m_ang_drag; // Angular drag, inverted and called dampening in blenders UI
- MT_Scalar m_friction_scaling[3]; // Scaling for anisotropic friction. Component in range [0, 1]
+ MT_Scalar m_friction_scaling[3]; // Scaling for anisotropic friction. Component in range [0, 1]
MT_Scalar m_clamp_vel_min; // Clamp the minimum velocity, this ensures an object moves at a minimum speed unless its stationary
MT_Scalar m_clamp_vel_max; // Clamp max velocity
MT_Scalar m_clamp_angvel_min; // Clamp the minimum angular velocity.
MT_Scalar m_clamp_angvel_max; // Clamp the maximum angular velocity.
- bool m_do_anisotropic; // Should I do anisotropic friction?
+ bool m_do_anisotropic; // Should I do anisotropic friction?
bool m_do_fh; // Should the object have a linear Fh spring?
bool m_do_rot_fh; // Should the object have an angular Fh spring?
MT_Scalar m_step_height; // Max height of climbable steps (Character)
@@ -61,7 +61,7 @@ struct PHY_MaterialProps {
MT_Scalar m_friction; // Coulomb friction (= ratio between the normal en maximum friction force)
MT_Scalar m_fh_spring; // Spring constant (both linear and angular)
MT_Scalar m_fh_damping; // Damping factor (linear and angular) in range [0, 1]
- MT_Scalar m_fh_distance; // The range above the surface where Fh is active.
+ MT_Scalar m_fh_distance; // The range above the surface where Fh is active.
bool m_fh_normal; // Should the object slide off slopes?
};