BulletSim: fix line endings.

integration
Robert Adams 2012-08-25 23:25:29 -07:00
parent 7c140570db
commit d3adf9b2b3
1 changed files with 22 additions and 22 deletions

View File

@ -102,7 +102,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
public uint WorldID { get; private set; }
public BulletSim World { get; private set; }
// All the constraints that have been allocated in this instance.
// All the constraints that have been allocated in this instance.
public BSConstraintCollection Constraints { get; private set; }
// Simulation parameters
@ -117,7 +117,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
public float LastSimulatedTimestep { get; private set; }
// A value of the time now so all the collision and update routines do not have to get their own
// Set to 'now' just before all the prims and actors are called for collisions and updates
// Set to 'now' just before all the prims and actors are called for collisions and updates
public int SimulationNowTime { get; private set; }
// True if initialized and ready to do simulation steps
@ -140,8 +140,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero
public const uint GROUNDPLANE_ID = 1;
public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here
public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here
private float m_waterLevel;
public BSTerrainManager TerrainManager { get; private set; }
@ -189,8 +189,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
private bool m_physicsLoggingEnabled;
private string m_physicsLoggingDir;
private string m_physicsLoggingPrefix;
private int m_physicsLoggingFileMinutes;
// 'true' of the vehicle code is to log lots of details
private int m_physicsLoggingFileMinutes;
// 'true' of the vehicle code is to log lots of details
public bool VehicleLoggingEnabled { get; private set; }
#region Construction and Initialization
@ -266,7 +266,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
Constraints = new BSConstraintCollection(World);
// Note: choose one of the two following lines
// BulletSimAPI.CreateInitialGroundPlaneAndTerrain(WorldID);
// BulletSimAPI.CreateInitialGroundPlaneAndTerrain(WorldID);
TerrainManager = new BSTerrainManager(this);
TerrainManager.CreateInitialGroundPlaneAndTerrain();
@ -471,7 +471,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
int simulateStartTime = Util.EnvironmentTickCount();
// update the prim states while we know the physics engine is not busy
// update the prim states while we know the physics engine is not busy
int numTaints = _taintedObjects.Count;
ProcessTaints();
@ -611,7 +611,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
#region Terrain
public override void SetTerrain(float[] heightMap) {
public override void SetTerrain(float[] heightMap) {
TerrainManager.SetTerrain(heightMap);
}
@ -628,25 +628,25 @@ public class BSScene : PhysicsScene, IPhysicsParameters
public override void DeleteTerrain()
{
// m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader);
}
// Although no one seems to check this, I do support combining.
public override bool SupportsCombining()
{
return TerrainManager.SupportsCombining();
}
// Although no one seems to check this, I do support combining.
public override bool SupportsCombining()
{
return TerrainManager.SupportsCombining();
}
// This call says I am a child to region zero in a mega-region. 'pScene' is that
// of region zero, 'offset' is my offset from regions zero's origin, and
// 'extents' is the largest XY that is handled in my region.
public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
{
{
TerrainManager.Combine(pScene, offset, extents);
}
// Unhook all the combining that I know about.
public override void UnCombine(PhysicsScene pScene)
{
TerrainManager.UnCombine(pScene);
}
// Unhook all the combining that I know about.
public override void UnCombine(PhysicsScene pScene)
{
TerrainManager.UnCombine(pScene);
}
#endregion // Terrain