BulletSim: remove trailing spaces to make git happy.
parent
c245178eee
commit
65c131c4a3
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
||||
|
|
|
@ -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);
|
||||
}
|
||||
|
||||
|
|
|
@ -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.
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Reference in New Issue