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5 changed files with 14 additions and 15 deletions
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@ -571,8 +571,7 @@ namespace MWBase
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virtual DetourNavigator::Navigator* getNavigator() const = 0;
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virtual DetourNavigator::Navigator* getNavigator() const = 0;
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virtual void updateActorPath(const MWWorld::ConstPtr& actor, const std::deque<osg::Vec3f>& path,
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virtual void updateActorPath(const MWWorld::ConstPtr& actor, const std::deque<osg::Vec3f>& path,
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const DetourNavigator::AgentBounds& agentBounds, const osg::Vec3f& start, const osg::Vec3f& end) const
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const DetourNavigator::AgentBounds& agentBounds, const osg::Vec3f& start, const osg::Vec3f& end) const = 0;
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= 0;
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virtual void removeActorPath(const MWWorld::ConstPtr& actor) const = 0;
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virtual void removeActorPath(const MWWorld::ConstPtr& actor) const = 0;
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@ -581,12 +580,10 @@ namespace MWBase
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virtual DetourNavigator::AgentBounds getPathfindingAgentBounds(const MWWorld::ConstPtr& actor) const = 0;
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virtual DetourNavigator::AgentBounds getPathfindingAgentBounds(const MWWorld::ConstPtr& actor) const = 0;
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virtual bool hasCollisionWithDoor(
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virtual bool hasCollisionWithDoor(
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const MWWorld::ConstPtr& door, const osg::Vec3f& position, const osg::Vec3f& destination) const
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const MWWorld::ConstPtr& door, const osg::Vec3f& position, const osg::Vec3f& destination) const = 0;
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= 0;
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virtual bool isAreaOccupiedByOtherActor(const osg::Vec3f& position, const float radius,
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virtual bool isAreaOccupiedByOtherActor(const osg::Vec3f& position, const float radius,
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std::span<const MWWorld::ConstPtr> ignore, std::vector<MWWorld::Ptr>* occupyingActors = nullptr) const
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std::span<const MWWorld::ConstPtr> ignore, std::vector<MWWorld::Ptr>* occupyingActors = nullptr) const = 0;
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= 0;
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virtual void reportStats(unsigned int frameNumber, osg::Stats& stats) const = 0;
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virtual void reportStats(unsigned int frameNumber, osg::Stats& stats) const = 0;
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@ -261,7 +261,8 @@ namespace
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// movement solver
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// movement solver
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osg::Vec3f velocity
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osg::Vec3f velocity
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= takeMovement(*ptrHolder, mSimulationTime, mSimulationTime + mDelta * mSteps) / (mSteps * mDelta);
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= takeMovement(*ptrHolder, mSimulationTime, mSimulationTime + mDelta * mSteps) / (mSteps * mDelta);
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// takeInertia() returns a velocity and should be taken over the velocity calculated above to initiate a jump
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// takeInertia() returns a velocity and should be taken over the velocity calculated above to initiate a
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// jump
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auto inertia = takeInertia(*ptrHolder, mSimulationTime);
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auto inertia = takeInertia(*ptrHolder, mSimulationTime);
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frameDataRef.get().mMovement += inertia.value_or(velocity);
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frameDataRef.get().mMovement += inertia.value_or(velocity);
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@ -624,7 +624,8 @@ namespace MWPhysics
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return false;
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return false;
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}
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}
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void PhysicsSystem::queueObjectMovement(const MWWorld::Ptr& ptr, const osg::Vec3f& velocity, float duration, bool jump)
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void PhysicsSystem::queueObjectMovement(
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const MWWorld::Ptr& ptr, const osg::Vec3f& velocity, float duration, bool jump)
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{
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{
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float start = MWBase::Environment::get().getWorld()->getTimeManager()->getSimulationTime();
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float start = MWBase::Environment::get().getWorld()->getTimeManager()->getSimulationTime();
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ActorMap::iterator found = mActors.find(ptr.mRef);
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ActorMap::iterator found = mActors.find(ptr.mRef);
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@ -245,7 +245,8 @@ namespace MWPhysics
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/// Queues velocity movement for a Ptr. If a Ptr is already queued, its velocity will
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/// Queues velocity movement for a Ptr. If a Ptr is already queued, its velocity will
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/// be overwritten. Valid until the next call to stepSimulation
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/// be overwritten. Valid until the next call to stepSimulation
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void queueObjectMovement(const MWWorld::Ptr& ptr, const osg::Vec3f& velocity, float duration, bool jump = false);
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void queueObjectMovement(
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const MWWorld::Ptr& ptr, const osg::Vec3f& velocity, float duration, bool jump = false);
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/// Clear the queued movements list without applying.
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/// Clear the queued movements list without applying.
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void clearQueuedMovement();
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void clearQueuedMovement();
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@ -1249,7 +1249,6 @@ namespace MWRender
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osg::Quat(mHeadPitchRadians, osg::Vec3f(1, 0, 0)) * osg::Quat(yaw, osg::Vec3f(0, 0, 1)));
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osg::Quat(mHeadPitchRadians, osg::Vec3f(1, 0, 0)) * osg::Quat(yaw, osg::Vec3f(0, 0, 1)));
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}
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}
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return movement;
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return movement;
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}
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}
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