clang format

macos_ci_fix
Mads Buvik Sandvei 1 year ago
parent c79446818e
commit 76232c49df

@ -571,8 +571,7 @@ namespace MWBase
virtual DetourNavigator::Navigator* getNavigator() const = 0;
virtual void updateActorPath(const MWWorld::ConstPtr& actor, const std::deque<osg::Vec3f>& path,
const DetourNavigator::AgentBounds& agentBounds, const osg::Vec3f& start, const osg::Vec3f& end) const
= 0;
const DetourNavigator::AgentBounds& agentBounds, const osg::Vec3f& start, const osg::Vec3f& end) const = 0;
virtual void removeActorPath(const MWWorld::ConstPtr& actor) const = 0;
@ -581,12 +580,10 @@ namespace MWBase
virtual DetourNavigator::AgentBounds getPathfindingAgentBounds(const MWWorld::ConstPtr& actor) const = 0;
virtual bool hasCollisionWithDoor(
const MWWorld::ConstPtr& door, const osg::Vec3f& position, const osg::Vec3f& destination) const
= 0;
const MWWorld::ConstPtr& door, const osg::Vec3f& position, const osg::Vec3f& destination) const = 0;
virtual bool isAreaOccupiedByOtherActor(const osg::Vec3f& position, const float radius,
std::span<const MWWorld::ConstPtr> ignore, std::vector<MWWorld::Ptr>* occupyingActors = nullptr) const
= 0;
std::span<const MWWorld::ConstPtr> ignore, std::vector<MWWorld::Ptr>* occupyingActors = nullptr) const = 0;
virtual void reportStats(unsigned int frameNumber, osg::Stats& stats) const = 0;

@ -261,7 +261,8 @@ namespace
// movement solver
osg::Vec3f velocity
= takeMovement(*ptrHolder, mSimulationTime, mSimulationTime + mDelta * mSteps) / (mSteps * mDelta);
// takeInertia() returns a velocity and should be taken over the velocity calculated above to initiate a jump
// takeInertia() returns a velocity and should be taken over the velocity calculated above to initiate a
// jump
auto inertia = takeInertia(*ptrHolder, mSimulationTime);
frameDataRef.get().mMovement += inertia.value_or(velocity);

@ -624,7 +624,8 @@ namespace MWPhysics
return false;
}
void PhysicsSystem::queueObjectMovement(const MWWorld::Ptr& ptr, const osg::Vec3f& velocity, float duration, bool jump)
void PhysicsSystem::queueObjectMovement(
const MWWorld::Ptr& ptr, const osg::Vec3f& velocity, float duration, bool jump)
{
float start = MWBase::Environment::get().getWorld()->getTimeManager()->getSimulationTime();
ActorMap::iterator found = mActors.find(ptr.mRef);

@ -245,7 +245,8 @@ namespace MWPhysics
/// Queues velocity movement for a Ptr. If a Ptr is already queued, its velocity will
/// be overwritten. Valid until the next call to stepSimulation
void queueObjectMovement(const MWWorld::Ptr& ptr, const osg::Vec3f& velocity, float duration, bool jump = false);
void queueObjectMovement(
const MWWorld::Ptr& ptr, const osg::Vec3f& velocity, float duration, bool jump = false);
/// Clear the queued movements list without applying.
void clearQueuedMovement();

@ -492,11 +492,11 @@ namespace MWRender
public:
void operator()(osg::MatrixTransform* transform, osg::NodeVisitor* nv)
{
osg::Matrix mat = transform->getMatrix();
osg::Vec3f position = mat.getTrans();
position = osg::componentMultiply(mResetAxes, position);
mat.setTrans(position);
transform->setMatrix(mat);
osg::Matrix mat = transform->getMatrix();
osg::Vec3f position = mat.getTrans();
position = osg::componentMultiply(mResetAxes, position);
mat.setTrans(position);
transform->setMatrix(mat);
traverse(transform, nv);
}
@ -1249,7 +1249,6 @@ namespace MWRender
osg::Quat(mHeadPitchRadians, osg::Vec3f(1, 0, 0)) * osg::Quat(yaw, osg::Vec3f(0, 0, 1)));
}
return movement;
}

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