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Jorrit Rouwe 1 year ago
parent
commit
96fdfbfd28

+ 1 - 1
Jolt/Physics/SoftBody/SoftBodyMotionProperties.cpp

@@ -306,7 +306,7 @@ void SoftBodyMotionProperties::ApplyBendConstraints(const SoftBodyUpdateContext
 		Vec3 d0c = (x1x2.Dot(e) * n1 + x1x3.Dot(e) * n2) / e_len;
 		Vec3 d2c = e_len * n1;
 		Vec3 d3c = e_len * n2;
-		
+
 		// The sum of the gradients must be zero (see "Strain Based Dynamics" section 4)
 		Vec3 d1c = -d0c - d2c - d3c;
 

+ 4 - 4
Jolt/Physics/SoftBody/SoftBodySharedSettings.h

@@ -137,10 +137,10 @@ public:
 		float			mRestLength = 1.0f;							///< Rest length of the spring
 		float			mCompliance = 0.0f;							///< Inverse of the stiffness of the spring
 	};
-		
+
 	/**
 	 * A dihedral bend constraint
-	 * 
+	 *
 	 *        x2
 	 *       /  \
 	 *      / t0 \
@@ -148,9 +148,9 @@ public:
 	 *      \ t1 /
 	 *       \  /
 	 *        x3
-	 * 
+	 *
 	 * x0..x3 are the vertices, t0 and t1 are the triangles that share the edge x0..x1
-	 * 
+	 *
 	 * Based on:
 	 * - "Position Based Dynamics" - Matthias Muller et al.
 	 * - "Strain Based Dynamics" - Matthias Muller et al.