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src/Box2D.NET.Samples/Samples/Benchmarks/BenchmarkBarrel.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -311,7 +311,7 @@ public override void UpdateGui()
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base.UpdateGui();
312312

313313
float fontSize = ImGui.GetFontSize();
314-
float height = 6.0f * fontSize;
314+
float height = 10.0f * fontSize;
315315
ImGui.SetNextWindowPos(new Vector2(0.5f * fontSize, m_camera.m_height - height - 2.0f * fontSize), ImGuiCond.Once);
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ImGui.SetNextWindowSize(new Vector2(15.0f * fontSize, height));
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src/Box2D.NET/B2DistanceJoints.cs

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -114,16 +114,16 @@ public static bool b2DistanceJoint_IsSpringEnabled(B2JointId jointId)
114114
/// Set the force range for the spring.
115115
public static void b2DistanceJoint_SetSpringForceRange(B2JointId jointId, float lowerForce, float upperForce)
116116
{
117-
B2_ASSERT( lowerForce <= upperForce );
118-
B2JointSim @base = b2GetJointSimCheckType( jointId, B2JointType.b2_distanceJoint );
117+
B2_ASSERT(lowerForce <= upperForce);
118+
B2JointSim @base = b2GetJointSimCheckType(jointId, B2JointType.b2_distanceJoint);
119119
@base.uj.distanceJoint.lowerSpringForce = lowerForce;
120120
@base.uj.distanceJoint.upperSpringForce = upperForce;
121121
}
122122

123123
/// Get the force range for the spring.
124124
public static void b2DistanceJoint_GetSpringForceRange(B2JointId jointId, out float lowerForce, out float upperForce)
125125
{
126-
B2JointSim @base = b2GetJointSimCheckType( jointId, B2JointType.b2_distanceJoint );
126+
B2JointSim @base = b2GetJointSimCheckType(jointId, B2JointType.b2_distanceJoint);
127127
lowerForce = @base.uj.distanceJoint.lowerSpringForce;
128128
upperForce = @base.uj.distanceJoint.upperSpringForce;
129129
}
@@ -377,10 +377,10 @@ public static void b2SolveDistanceJoint(B2JointSim @base, B2StepContext context,
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378378
float m = joint.distanceSoftness.massScale * joint.axialMass;
379379
float oldImpulse = joint.impulse;
380-
float impulse = -m * ( Cdot + bias ) - joint.distanceSoftness.impulseScale * oldImpulse;
380+
float impulse = -m * (Cdot + bias) - joint.distanceSoftness.impulseScale * oldImpulse;
381381

382382
float h = context.h;
383-
joint.impulse = b2ClampFloat( joint.impulse + impulse, joint.lowerSpringForce * h, joint.upperSpringForce * h );
383+
joint.impulse = b2ClampFloat(joint.impulse + impulse, joint.lowerSpringForce * h, joint.upperSpringForce * h);
384384
impulse = joint.impulse - oldImpulse;
385385

386386
B2Vec2 P = b2MulSV(impulse, axis);

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