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

View File

@ -53,7 +53,7 @@ public abstract class BSConstraint : IDisposable
{ {
bool success = BulletSimAPI.DestroyConstraint2(m_world.ptr, m_constraint.ptr); 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}", 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_body1.ID, m_body1.ptr.ToString("X"),
m_body2.ID, m_body2.ptr.ToString("X"), m_body2.ID, m_body2.ptr.ToString("X"),
success); success);

View File

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

View File

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

View File

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

View File

@ -295,7 +295,7 @@ public sealed class BSPrim : BSPhysObject
private bool PositionSanityCheck() private bool PositionSanityCheck()
{ {
bool ret = false; bool ret = false;
// If totally below the ground, move the prim up // If totally below the ground, move the prim up
// TODO: figure out the right solution for this... only for dynamic objects? // 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 public override OMV.Quaternion ForceOrientation
{ {
get get
@ -768,7 +768,7 @@ public sealed class BSPrim : BSPhysObject
} }
} }
public override bool FloatOnWater { public override bool FloatOnWater {
set { set {
_floatOnWater = value; _floatOnWater = value;
PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate()
{ {
@ -971,7 +971,7 @@ public sealed class BSPrim : BSPhysObject
if (hollowAmount > 0.0) if (hollowAmount > 0.0)
{ {
hollowVolume *= hollowAmount; hollowVolume *= hollowAmount;
switch (BaseShape.HollowShape) switch (BaseShape.HollowShape)
{ {
case HollowShape.Square: case HollowShape.Square:
@ -1251,7 +1251,7 @@ public sealed class BSPrim : BSPhysObject
// Create the correct physical representation for this type of object. // Create the correct physical representation for this type of object.
// Updates BSBody and BSShape with the new information. // Updates BSBody and BSShape with the new information.
// Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. // 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) null, delegate(BulletBody dBody)
{ {
// Called if the current prim body is about to be destroyed. // 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); m_log.Debug("[BULLETS UNMANAGED]:" + msg);
} }
// Called directly from unmanaged code so don't do much // Called directly from unmanaged code so don't do much
private void BulletLoggerPhysLog(string msg) private void BulletLoggerPhysLog(string msg)
{ {
@ -545,7 +545,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
} }
// This is a kludge to get avatar movement updates. // 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. // The event updates avatar animations and stuff.
// If you fix avatar animation updates, remove this overhead and let normal collision processing happen. // If you fix avatar animation updates, remove this overhead and let normal collision processing happen.
foreach (BSPhysObject bsp in m_avatars) foreach (BSPhysObject bsp in m_avatars)

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