From 6493adbcc387dcf1fb0d53839d8bb9c5dba67abb Mon Sep 17 00:00:00 2001 From: RaphaelIT7 Date: Mon, 2 Oct 2023 22:08:19 +0200 Subject: [PATCH] Codestyle --- vphysics_jolt/vjolt_environment.cpp | 6 +++--- vphysics_jolt/vjolt_environment.h | 2 +- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/vphysics_jolt/vjolt_environment.cpp b/vphysics_jolt/vjolt_environment.cpp index 01b41a7..6f817ce 100644 --- a/vphysics_jolt/vjolt_environment.cpp +++ b/vphysics_jolt/vjolt_environment.cpp @@ -773,7 +773,7 @@ void JoltPhysicsEnvironment::Simulate( float deltaTime ) // RaphaelIT7: We need to delete all dead objects after m_ContactListener.PostSimulationFrame, or else Jolt freaks out for some reason. // This also needs to be before pController->OnPreSimulate or else we get some crashes. - DeleteDeadObjects(true); + DeleteDeadObjects( true ); // Run pre-simulation controllers for ( IJoltPhysicsController *pController : m_pPhysicsControllers ) @@ -824,7 +824,7 @@ void JoltPhysicsEnvironment::Simulate( float deltaTime ) // ie. callbacks etc. So flush that now. if ( !m_bEnableDeleteQueue ) { DeleteDeadObjects(); - DeleteDeadObjects(true); // Also delete all bodies + DeleteDeadObjects( true ); // Also delete all bodies } #ifdef JPH_DEBUG_RENDERER @@ -1438,7 +1438,7 @@ void JoltPhysicsEnvironment::RemoveBodyAndDeleteObject( JoltPhysicsObject *pObje void JoltPhysicsEnvironment::DeleteDeadObjects( bool delBodies ) { - if (delBodies) { + if ( delBodies ) { for ( JoltPhysicsObject *pObject : m_pDeadObjects ) RemoveBodyAndDeleteObject( pObject ); m_pDeadObjects.clear(); diff --git a/vphysics_jolt/vjolt_environment.h b/vphysics_jolt/vjolt_environment.h index cfc377a..876b2d8 100644 --- a/vphysics_jolt/vjolt_environment.h +++ b/vphysics_jolt/vjolt_environment.h @@ -172,7 +172,7 @@ public: private: void RemoveBodyAndDeleteObject( JoltPhysicsObject* pObject ); - void DeleteDeadObjects(bool delBodies = false); + void DeleteDeadObjects( bool delBodies = false ); template void AddPhysicsSaveRestorePointer( uintp oldPtr, T* newPtr );