Style: Normalized spaces after if, for and while.
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@@ -59,7 +59,7 @@ void cTracer::SetValues(const Vector3f & a_Start, const Vector3f & a_Direction)
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step.z = (int) SigNum(dir.z);
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// normalize the direction vector
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if( dir.SqrLength() > 0.f ) dir.Normalize();
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if (dir.SqrLength() > 0.f ) dir.Normalize();
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// how far we must move in the ray direction before
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// we encounter a new voxel in x-direction
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@@ -192,7 +192,7 @@ bool cTracer::Trace( const Vector3f & a_Start, const Vector3f & a_Direction, int
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if (step.y > 0.0f)
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{
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if(pos.y >= end1.y)
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if (pos.y >= end1.y)
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{
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reachedY = true;
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}
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@@ -313,7 +313,7 @@ int cTracer::GetHitNormal(const Vector3f & start, const Vector3f & end, const Ve
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Vector3i SmallBlockPos = a_BlockPos;
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char BlockID = m_World->GetBlock( a_BlockPos.x, a_BlockPos.y, a_BlockPos.z );
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if( BlockID == E_BLOCK_AIR || IsBlockWater(BlockID))
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if (BlockID == E_BLOCK_AIR || IsBlockWater(BlockID))
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{
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return 0;
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}
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@@ -328,10 +328,10 @@ int cTracer::GetHitNormal(const Vector3f & start, const Vector3f & end, const Ve
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if (dot < 0)
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{
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int Lines = LinesCross( start.x, start.y, end.x, end.y, BlockPos.x, BlockPos.y, BlockPos.x, BlockPos.y + 1 );
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if(Lines == 1)
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if (Lines == 1)
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{
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Lines = LinesCross( start.x, start.z, end.x, end.z, BlockPos.x, BlockPos.z, BlockPos.x, BlockPos.z + 1 );
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if(Lines == 1)
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if (Lines == 1)
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{
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intersect3D_SegmentPlane( start, end, BlockPos, Vector3f(-1, 0, 0) );
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return 1;
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@@ -339,13 +339,13 @@ int cTracer::GetHitNormal(const Vector3f & start, const Vector3f & end, const Ve
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}
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}
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dot = Look.Dot( Vector3f(0, 0, -1) ); // second face normal is z -1
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if(dot < 0)
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if (dot < 0)
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{
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int Lines = LinesCross( start.z, start.y, end.z, end.y, BlockPos.z, BlockPos.y, BlockPos.z, BlockPos.y + 1 );
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if(Lines == 1)
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if (Lines == 1)
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{
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Lines = LinesCross( start.z, start.x, end.z, end.x, BlockPos.z, BlockPos.x, BlockPos.z, BlockPos.x + 1 );
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if(Lines == 1)
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if (Lines == 1)
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{
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intersect3D_SegmentPlane( start, end, BlockPos, Vector3f(0, 0, -1) );
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return 2;
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@@ -353,13 +353,13 @@ int cTracer::GetHitNormal(const Vector3f & start, const Vector3f & end, const Ve
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}
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}
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dot = Look.Dot( Vector3f(1, 0, 0) ); // third face normal is x 1
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if(dot < 0)
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if (dot < 0)
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{
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int Lines = LinesCross( start.x, start.y, end.x, end.y, BlockPos.x + 1, BlockPos.y, BlockPos.x + 1, BlockPos.y + 1 );
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if(Lines == 1)
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if (Lines == 1)
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{
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Lines = LinesCross( start.x, start.z, end.x, end.z, BlockPos.x + 1, BlockPos.z, BlockPos.x + 1, BlockPos.z + 1 );
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if(Lines == 1)
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if (Lines == 1)
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{
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intersect3D_SegmentPlane( start, end, BlockPos + Vector3f(1, 0, 0), Vector3f(1, 0, 0) );
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return 3;
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@@ -367,13 +367,13 @@ int cTracer::GetHitNormal(const Vector3f & start, const Vector3f & end, const Ve
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}
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}
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dot = Look.Dot( Vector3f(0, 0, 1) ); // fourth face normal is z 1
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if(dot < 0)
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if (dot < 0)
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{
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int Lines = LinesCross( start.z, start.y, end.z, end.y, BlockPos.z + 1, BlockPos.y, BlockPos.z + 1, BlockPos.y + 1 );
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if(Lines == 1)
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if (Lines == 1)
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{
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Lines = LinesCross( start.z, start.x, end.z, end.x, BlockPos.z + 1, BlockPos.x, BlockPos.z + 1, BlockPos.x + 1 );
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if(Lines == 1)
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if (Lines == 1)
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{
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intersect3D_SegmentPlane( start, end, BlockPos + Vector3f(0, 0, 1), Vector3f(0, 0, 1) );
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return 4;
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@@ -381,13 +381,13 @@ int cTracer::GetHitNormal(const Vector3f & start, const Vector3f & end, const Ve
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}
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}
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dot = Look.Dot( Vector3f(0, 1, 0) ); // fifth face normal is y 1
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if(dot < 0)
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if (dot < 0)
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{
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int Lines = LinesCross( start.y, start.x, end.y, end.x, BlockPos.y + 1, BlockPos.x, BlockPos.y + 1, BlockPos.x + 1 );
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if(Lines == 1)
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if (Lines == 1)
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{
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Lines = LinesCross( start.y, start.z, end.y, end.z, BlockPos.y + 1, BlockPos.z, BlockPos.y + 1, BlockPos.z + 1 );
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if(Lines == 1)
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if (Lines == 1)
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{
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intersect3D_SegmentPlane( start, end, BlockPos + Vector3f(0, 1, 0), Vector3f(0, 1, 0) );
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return 5;
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@@ -395,13 +395,13 @@ int cTracer::GetHitNormal(const Vector3f & start, const Vector3f & end, const Ve
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}
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}
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dot = Look.Dot( Vector3f(0, -1, 0) ); // sixth face normal is y -1
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if(dot < 0)
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if (dot < 0)
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{
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int Lines = LinesCross( start.y, start.x, end.y, end.x, BlockPos.y, BlockPos.x, BlockPos.y, BlockPos.x + 1 );
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if(Lines == 1)
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if (Lines == 1)
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{
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Lines = LinesCross( start.y, start.z, end.y, end.z, BlockPos.y, BlockPos.z, BlockPos.y, BlockPos.z + 1 );
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if(Lines == 1)
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if (Lines == 1)
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{
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intersect3D_SegmentPlane( start, end, BlockPos, Vector3f(0, -1, 0) );
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return 6;
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