BulletSim: remove trailing spaces to make git happy.

integration
Robert Adams 2012-10-22 08:23:21 -07:00
parent c245178eee
commit 65c131c4a3
8 changed files with 36 additions and 36 deletions

View File

@ -165,7 +165,7 @@ public class BSCharacter : BSPhysObject
// Do this after the object has been added to the world
BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr,
(uint)CollisionFilterGroups.AvatarFilter,
(uint)CollisionFilterGroups.AvatarFilter,
(uint)CollisionFilterGroups.AvatarMask);
}
@ -269,7 +269,7 @@ public class BSCharacter : BSPhysObject
private bool PositionSanityCheck()
{
bool ret = false;
// If below the ground, move the avatar up
float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position);
if (Position.Z < terrainHeight)
@ -413,7 +413,7 @@ public class BSCharacter : BSPhysObject
});
}
}
// Go directly to Bullet to get/set the value.
// Go directly to Bullet to get/set the value.
public override OMV.Quaternion ForceOrientation
{
get
@ -478,7 +478,7 @@ public class BSCharacter : BSPhysObject
set { _collidingObj = value; }
}
public override bool FloatOnWater {
set {
set {
_floatOnWater = value;
PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate()
{
@ -588,7 +588,7 @@ public class BSCharacter : BSPhysObject
newScale.X = PhysicsScene.Params.avatarCapsuleRadius;
newScale.Y = PhysicsScene.Params.avatarCapsuleRadius;
// From the total height, remote the capsule half spheres that are at each end
// From the total height, remote the capsule half spheres that are at each end
newScale.Z = (size.Z * 2f) - Math.Min(newScale.X, newScale.Y);
// newScale.Z = (size.Z * 2f);
Scale = newScale;

View File

@ -53,7 +53,7 @@ public abstract class BSConstraint : IDisposable
{
bool success = BulletSimAPI.DestroyConstraint2(m_world.ptr, m_constraint.ptr);
m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}",
BSScene.DetailLogZero,
BSScene.DetailLogZero,
m_body1.ID, m_body1.ptr.ToString("X"),
m_body2.ID, m_body2.ptr.ToString("X"),
success);

View File

@ -23,7 +23,7 @@
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
*
/* RA: June 14, 2011. Copied from ODEDynamics.cs and converted to
* call the BulletSim system.
@ -352,7 +352,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// m_bankingMix = 1;
// m_bankingTimescale = 1;
// m_referenceFrame = Quaternion.Identity;
m_flags |= (VehicleFlag.NO_DEFLECTION_UP
m_flags |= (VehicleFlag.NO_DEFLECTION_UP
| VehicleFlag.LIMIT_ROLL_ONLY
| VehicleFlag.LIMIT_MOTOR_UP);
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
@ -382,7 +382,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// m_bankingTimescale = 1;
// m_referenceFrame = Quaternion.Identity;
m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY
| VehicleFlag.HOVER_GLOBAL_HEIGHT
| VehicleFlag.HOVER_GLOBAL_HEIGHT
| VehicleFlag.LIMIT_ROLL_ONLY
| VehicleFlag.HOVER_UP_ONLY);
m_flags |= (VehicleFlag.NO_DEFLECTION_UP
@ -458,7 +458,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Do any updating needed for a vehicle
public void Refresh()
{
if (!IsActive)
if (!IsActive)
return;
// Set the prim's inertia to zero. The vehicle code handles that and this
@ -791,7 +791,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Sum velocities
m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // + bank + deflection
if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0)
{
m_lastAngularVelocity.X = 0;

View File

@ -54,7 +54,7 @@ public class BSLinksetConstraints : BSLinkset
BSScene.TaintCallback refreshOperation = delegate()
{
RecomputeLinksetConstraintVariables();
DetailLog("{0},BSLinkset.Refresh,complete,rBody={1}",
DetailLog("{0},BSLinkset.Refresh,complete,rBody={1}",
LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"));
};
if (inTaintTime)
@ -179,7 +179,7 @@ public class BSLinksetConstraints : BSLinkset
PhysicsScene.TaintedObject("AddChildToLinkset", delegate()
{
DetailLog("{0},AddChildToLinkset,taint,rID={1},rBody={2},cID={3},cBody={4}",
DetailLog("{0},AddChildToLinkset,taint,rID={1},rBody={2},cID={3},cBody={4}",
rootx.LocalID,
rootx.LocalID, rootx.BSBody.ptr.ToString("X"),
childx.LocalID, childx.BSBody.ptr.ToString("X"));
@ -213,7 +213,7 @@ public class BSLinksetConstraints : BSLinkset
BSPhysObject rootx = LinksetRoot; // capture the root and body as of now
BSPhysObject childx = child;
DetailLog("{0},RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
DetailLog("{0},RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
childx.LocalID,
rootx.LocalID, rootx.BSBody.ptr.ToString("X"),
childx.LocalID, childx.BSBody.ptr.ToString("X"));
@ -378,13 +378,13 @@ public class BSLinksetConstraints : BSLinkset
{
// If this is a multiple object linkset, set everybody's center of mass to the set's center of mass
OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass();
BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.ptr,
BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.ptr,
centerOfMass, OMV.Quaternion.Identity);
DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,setCenterOfMass,COM={1},rBody={2}",
LinksetRoot.LocalID, centerOfMass, LinksetRoot.BSBody.ptr.ToString("X"));
foreach (BSPhysObject child in m_taintChildren)
{
BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.ptr,
BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.ptr,
centerOfMass, OMV.Quaternion.Identity);
}

View File

@ -78,7 +78,7 @@ public abstract class BSPhysObject : PhysicsActor
public PrimitiveBaseShape BaseShape { get; protected set; }
// When the physical properties are updated, an EntityProperty holds the update values.
// Keep the current and last EntityProperties to enable computation of differences
// Keep the current and last EntityProperties to enable computation of differences
// between the current update and the previous values.
public EntityProperties CurrentEntityProperties { get; set; }
public EntityProperties LastEntityProperties { get; set; }
@ -213,7 +213,7 @@ public abstract class BSPhysObject : PhysicsActor
UnSubscribeEvents();
}
}
public override void UnSubscribeEvents() {
public override void UnSubscribeEvents() {
// DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName);
SubscribedEventsMs = 0;
PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate()
@ -222,7 +222,7 @@ public abstract class BSPhysObject : PhysicsActor
});
}
// Return 'true' if the simulator wants collision events
public override bool SubscribedEvents() {
public override bool SubscribedEvents() {
return (SubscribedEventsMs > 0);
}

View File

@ -295,7 +295,7 @@ public sealed class BSPrim : BSPhysObject
private bool PositionSanityCheck()
{
bool ret = false;
// If totally below the ground, move the prim up
// TODO: figure out the right solution for this... only for dynamic objects?
/*
@ -510,7 +510,7 @@ public sealed class BSPrim : BSPhysObject
});
}
}
// Go directly to Bullet to get/set the value.
// Go directly to Bullet to get/set the value.
public override OMV.Quaternion ForceOrientation
{
get
@ -768,7 +768,7 @@ public sealed class BSPrim : BSPhysObject
}
}
public override bool FloatOnWater {
set {
set {
_floatOnWater = value;
PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate()
{
@ -971,7 +971,7 @@ public sealed class BSPrim : BSPhysObject
if (hollowAmount > 0.0)
{
hollowVolume *= hollowAmount;
switch (BaseShape.HollowShape)
{
case HollowShape.Square:
@ -1251,7 +1251,7 @@ public sealed class BSPrim : BSPhysObject
// Create the correct physical representation for this type of object.
// Updates BSBody and BSShape with the new information.
// Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary.
PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, BaseShape,
PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, BaseShape,
null, delegate(BulletBody dBody)
{
// Called if the current prim body is about to be destroyed.

View File

@ -320,7 +320,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
{
m_log.Debug("[BULLETS UNMANAGED]:" + msg);
}
// Called directly from unmanaged code so don't do much
private void BulletLoggerPhysLog(string msg)
{
@ -545,7 +545,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
}
// This is a kludge to get avatar movement updates.
// The simulator expects collisions for avatars even if there are have been no collisions.
// The simulator expects collisions for avatars even if there are have been no collisions.
// The event updates avatar animations and stuff.
// If you fix avatar animation updates, remove this overhead and let normal collision processing happen.
foreach (BSPhysObject bsp in m_avatars)

View File

@ -89,7 +89,7 @@ public class BSShapeCollection : IDisposable
// higher level dependencies on the shape or body. Mostly used for LinkSets to
// remove the physical constraints before the body is destroyed.
// Called at taint-time!!
public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim,
public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim,
ShapeData shapeData, PrimitiveBaseShape pbs,
ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback)
{
@ -105,7 +105,7 @@ public class BSShapeCollection : IDisposable
// If we had to select a new shape geometry for the object,
// rebuild the body around it.
// Updates prim.BSBody with information/pointers to requested body
bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World,
bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World,
prim.BSShape, shapeData, bodyCallback);
ret = newGeom || newBody;
}
@ -325,7 +325,7 @@ public class BSShapeCollection : IDisposable
// Info in prim.BSShape is updated to the new shape.
// Returns 'true' if the geometry was rebuilt.
// Called at taint-time!
private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeData shapeData,
private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeData shapeData,
PrimitiveBaseShape pbs, ShapeDestructionCallback shapeCallback)
{
bool ret = false;
@ -335,7 +335,7 @@ public class BSShapeCollection : IDisposable
if (shapeData.Type == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
{
// an avatar capsule is close to a native shape (it is not shared)
ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_AVATAR,
ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_AVATAR,
ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback);
DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.BSShape);
haveShape = true;
@ -362,7 +362,7 @@ public class BSShapeCollection : IDisposable
|| prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE
)
{
ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_SPHERE,
ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_SPHERE,
ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback);
DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}",
prim.LocalID, forceRebuild, prim.BSShape);
@ -376,7 +376,7 @@ public class BSShapeCollection : IDisposable
|| prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX
)
{
ret = GetReferenceToNativeShape( prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX,
ret = GetReferenceToNativeShape( prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX,
ShapeData.FixedShapeKey.KEY_BOX, shapeCallback);
DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}",
prim.LocalID, forceRebuild, prim.BSShape);
@ -423,14 +423,14 @@ public class BSShapeCollection : IDisposable
BulletShape newShape = BuildPhysicalNativeShape(shapeType, shapeData, shapeKey);
// Don't need to do a 'ReferenceShape()' here because native shapes are not shared.
DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}",
DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}",
shapeData.ID, newShape, shapeData.Scale);
prim.BSShape = newShape;
return true;
}
private BulletShape BuildPhysicalNativeShape(ShapeData.PhysicsShapeType shapeType,
private BulletShape BuildPhysicalNativeShape(ShapeData.PhysicsShapeType shapeType,
ShapeData shapeData, ShapeData.FixedShapeKey shapeKey)
{
BulletShape newShape;
@ -438,7 +438,7 @@ public class BSShapeCollection : IDisposable
if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
{
newShape = new BulletShape(
BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1.0f, 1.0f, shapeData.Scale),
BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1.0f, 1.0f, shapeData.Scale),
shapeType);
}
else
@ -745,7 +745,7 @@ public class BSShapeCollection : IDisposable
// Updates prim.BSBody with the information about the new body if one is created.
// Returns 'true' if an object was actually created.
// Called at taint-time.
private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletSim sim, BulletShape shape,
private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletSim sim, BulletShape shape,
ShapeData shapeData, BodyDestructionCallback bodyCallback)
{
bool ret = false;