Ignore:
Timestamp:
Sep 7, 2012, 5:00:31 PM (7 years ago)
Author:
lolbot
Message:

fixed 23 files out of 277:

  • fixed 1270 CR characters
  • fixed 56 trailing spaces
  • fixed 5085 tabs
File:
1 edited

Legend:

Unmodified
Added
Removed
  • trunk/test/Physics/Include/LolBtPhysicsIntegration.h

    r1785 r1888  
    2020namespace lol
    2121{
    22         //Override Gamegroups names for Physic-useage
    23         //"_ENT_" means that this is a group for Entities that use EasyPhysic primitives.
    24         //"_EZP_" means that this is a group for EasyPhysic primitives.
    25 #define GAMEGROUP_ENT_INPUT                     GAMEGROUP_BEFORE
    26 #define GAMEGROUP_ENT_PLATFORM          GAMEGROUP_DEFAULT
    27 #define GAMEGROUP_ENT_MAIN                      GAMEGROUP_AFTER
    28 #define GAMEGROUP_EZP_CHAR_CTRLR        GAMEGROUP_AFTER_0
    29 #define GAMEGROUP_SIMULATION            GAMEGROUP_AFTER_1
     22    //Override Gamegroups names for Physic-useage
     23    //"_ENT_" means that this is a group for Entities that use EasyPhysic primitives.
     24    //"_EZP_" means that this is a group for EasyPhysic primitives.
     25#define GAMEGROUP_ENT_INPUT            GAMEGROUP_BEFORE
     26#define GAMEGROUP_ENT_PLATFORM        GAMEGROUP_DEFAULT
     27#define GAMEGROUP_ENT_MAIN            GAMEGROUP_AFTER
     28#define GAMEGROUP_EZP_CHAR_CTRLR    GAMEGROUP_AFTER_0
     29#define GAMEGROUP_SIMULATION        GAMEGROUP_AFTER_1
    3030
    3131#ifdef HAVE_PHYS_USE_BULLET
    3232
    33 #define LOL2BT_UNIT                             1.0f
    34 #define BT2LOL_UNIT                             1.0f
     33#define LOL2BT_UNIT                1.0f
     34#define BT2LOL_UNIT                1.0f
    3535
    36 #define LOL2BT_SIZE                             0.5f
    37 #define BT2LOL_SIZE                             2.0f
     36#define LOL2BT_SIZE                0.5f
     37#define BT2LOL_SIZE                2.0f
    3838
    39 #define LOL2BT_VEC3(ELEMENT)    btVector3((ELEMENT).x, (ELEMENT).y, (ELEMENT).z)
    40 #define BT2LOL_VEC3(ELEMENT)    (*(lol::vec3*)(&(ELEMENT)))
     39#define LOL2BT_VEC3(ELEMENT)    btVector3((ELEMENT).x, (ELEMENT).y, (ELEMENT).z)
     40#define BT2LOL_VEC3(ELEMENT)    (*(lol::vec3*)(&(ELEMENT)))
    4141
    4242//Same as above with Unit taken into account
    43 #define LOL2BTU_VEC3(ELEMENT)   btVector3((ELEMENT).x * LOL2BT_UNIT, (ELEMENT).y * LOL2BT_UNIT, (ELEMENT).z * LOL2BT_UNIT)
    44 #define BT2LOLU_VEC3(ELEMENT)   (*(lol::vec3*)(&(ELEMENT))) * BT2LOL_UNIT
     43#define LOL2BTU_VEC3(ELEMENT)    btVector3((ELEMENT).x * LOL2BT_UNIT, (ELEMENT).y * LOL2BT_UNIT, (ELEMENT).z * LOL2BT_UNIT)
     44#define BT2LOLU_VEC3(ELEMENT)    (*(lol::vec3*)(&(ELEMENT))) * BT2LOL_UNIT
    4545
    46 #define LOL2BT_QUAT(ELEMENT)    btQuaternion((ELEMENT).x, (ELEMENT).y, (ELEMENT).z, (ELEMENT).w)
    47 #define BT2LOL_QUAT(ELEMENT)    lol::quat((ELEMENT).getW(), BT2LOL_VEC3((ELEMENT).getAxis())
     46#define LOL2BT_QUAT(ELEMENT)    btQuaternion((ELEMENT).x, (ELEMENT).y, (ELEMENT).z, (ELEMENT).w)
     47#define BT2LOL_QUAT(ELEMENT)    lol::quat((ELEMENT).getW(), BT2LOL_VEC3((ELEMENT).getAxis())
    4848
    4949#endif // HAVE_PHYS_USE_BULLET
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