Tidy up indentation in openvr changes

This commit is contained in:
James Urquhart 2016-07-12 23:30:11 +01:00
parent e6159a590a
commit 212ac36cc1
25 changed files with 2171 additions and 2172 deletions

View file

@ -36,17 +36,17 @@ void ExtendedMoveManager::init()
dSprintf(varName, sizeof(varName), "mvPosX%d", i);
Con::addVariable(varName, TypeF32, &mPosX[i],
"X position of controller in millimeters. Only 13 bits are networked.\n"
"@ingroup Game");
"@ingroup Game");
dSprintf(varName, sizeof(varName), "mvPosY%d", i);
Con::addVariable(varName, TypeF32, &mPosY[i],
"Y position of controller in millimeters. Only 13 bits are networked.\n"
"@ingroup Game");
"@ingroup Game");
dSprintf(varName, sizeof(varName), "mvPosZ%d", i);
Con::addVariable(varName, TypeF32, &mPosZ[i],
"Z position of controller in millimeters. Only 13 bits are networked.\n"
"@ingroup Game");
"@ingroup Game");
dSprintf(varName, sizeof(varName), "mvRotIsEuler%d", i);
Con::addVariable(varName, TypeBool, &mRotIsEuler[i],
@ -55,33 +55,33 @@ void ExtendedMoveManager::init()
"(a vector and angle). When true, the given rotation is a three component "
"Euler angle. When using Euler angles, the $mvRotA component of the ExtendedMove "
"is ignored for this set of rotations.\n"
"@ingroup Game");
"@ingroup Game");
dSprintf(varName, sizeof(varName), "mvRotX%d", i);
Con::addVariable(varName, TypeF32, &mRotAX[i],
"X rotation vector component of controller.\n"
"@ingroup Game");
"@ingroup Game");
dSprintf(varName, sizeof(varName), "mvRotY%d", i);
Con::addVariable(varName, TypeF32, &mRotAY[i],
"Y rotation vector component of controller.\n"
"@ingroup Game");
"@ingroup Game");
dSprintf(varName, sizeof(varName), "mvRotZ%d", i);
Con::addVariable(varName, TypeF32, &mRotAZ[i],
"Z rotation vector component of controller.\n"
"@ingroup Game");
"@ingroup Game");
dSprintf(varName, sizeof(varName), "mvRotA%d", i);
Con::addVariable(varName, TypeF32, &mRotAA[i],
"Angle rotation (in degrees) component of controller.\n"
"@ingroup Game");
"@ingroup Game");
}
Con::addVariable("mvPosScale", TypeF32, &mPosScale,
"@brief Indicates the scale to be given to mvPos values.\n\n"
""
"@ingroup Game");
"@brief Indicates the scale to be given to mvPos values.\n\n"
""
"@ingroup Game");
}
const ExtendedMove NullExtendedMove;
@ -293,7 +293,7 @@ void ExtendedMove::clamp()
crotW[i] = CLAMPROT(rotW[i] / M_2PI_F);
}
#ifdef DEBUG_CONTROLLER_MOVE
#ifdef DEBUG_CONTROLLER_MOVE
if (i == 1)
{
F32 x, y, z, a;
@ -302,14 +302,14 @@ void ExtendedMove::clamp()
z = UNCLAMPPOS(crotZ[i]);
a = UNCLAMPROT(crotW[i]) * M_2PI_F;
Con::printf("INPUT POS == %f,%f,%f", ExtendedMoveManager::mPosX[i], ExtendedMoveManager::mPosY[i], ExtendedMoveManager::mPosZ[i]);
Con::printf("INPUT POS == %f,%f,%f", ExtendedMoveManager::mPosX[i], ExtendedMoveManager::mPosY[i], ExtendedMoveManager::mPosZ[i]);
Con::printf("rot %f,%f,%f,%f clamped to %f,%f,%f,%f", rotX[i], rotY[i], rotZ[i], rotW[i], x,y,z,a);
x = UNCLAMPPOS(cposX[i]) * ExtendedMoveManager::mPosScale;
y = UNCLAMPPOS(cposX[i]) * ExtendedMoveManager::mPosScale;
z = UNCLAMPPOS(cposX[i]) * ExtendedMoveManager::mPosScale;
Con::printf("pos %f,%f,%f clamped to %f,%f,%f", posX[i], posY[i], posZ[i], x, y, z);
x = UNCLAMPPOS(cposX[i]) * ExtendedMoveManager::mPosScale;
y = UNCLAMPPOS(cposX[i]) * ExtendedMoveManager::mPosScale;
z = UNCLAMPPOS(cposX[i]) * ExtendedMoveManager::mPosScale;
Con::printf("pos %f,%f,%f clamped to %f,%f,%f", posX[i], posY[i], posZ[i], x, y, z);
}
#endif
#endif
}
// Perform the standard Move clamp

View file

@ -469,8 +469,8 @@ bool GameConnection::readConnectRequest(BitStream *stream, const char **errorStr
for(U32 i = 0; i < mConnectArgc+3; i++)
{
connectArgv[i].value = &connectArgvValue[i];
connectArgvValue[i].init();
connectArgv[i].value = &connectArgvValue[i];
connectArgvValue[i].init();
}
for(U32 i = 0; i < mConnectArgc; i++)
@ -683,20 +683,20 @@ bool GameConnection::getControlCameraTransform(F32 dt, MatrixF* mat)
bool GameConnection::getControlCameraHeadTransform(IDisplayDevice *display, MatrixF *transform)
{
GameBase* obj = getCameraObject();
if (!obj)
return false;
GameBase* obj = getCameraObject();
if (!obj)
return false;
GameBase* cObj = obj;
while ((cObj = cObj->getControlObject()) != 0)
{
if (cObj->useObjsEyePoint())
obj = cObj;
}
GameBase* cObj = obj;
while ((cObj = cObj->getControlObject()) != 0)
{
if (cObj->useObjsEyePoint())
obj = cObj;
}
obj->getEyeCameraTransform(display, -1, transform);
obj->getEyeCameraTransform(display, -1, transform);
return true;
return true;
}
bool GameConnection::getControlCameraEyeTransforms(IDisplayDevice *display, MatrixF *transforms)
@ -914,8 +914,8 @@ void GameConnection::onRemove()
// clientgroup and what not (this is so that we can disconnect from a local server
// without needing to destroy and recreate the server before we can connect to it
// again).
// Safe-delete as we don't know whether the server connection is currently being
// worked on.
// Safe-delete as we don't know whether the server connection is currently being
// worked on.
getRemoteConnection()->safeDeleteObject();
setRemoteConnectionObject(NULL);
}