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author | Robert Adams | 2012-09-27 09:31:33 -0700 |
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committer | Robert Adams | 2012-09-27 22:02:03 -0700 |
commit | 7b65985047bdf0789fe3eccf8f515279f362abf1 (patch) | |
tree | e29509c2e8fc094d50dda62d841dbaa9cf91cfeb /OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |
parent | BulletSim: remove the unused body management code from BSPrim. There is no go... (diff) | |
download | opensim-SC-7b65985047bdf0789fe3eccf8f515279f362abf1.zip opensim-SC-7b65985047bdf0789fe3eccf8f515279f362abf1.tar.gz opensim-SC-7b65985047bdf0789fe3eccf8f515279f362abf1.tar.bz2 opensim-SC-7b65985047bdf0789fe3eccf8f515279f362abf1.tar.xz |
BulletSim: remove the trailing spaces from lines to make git happier
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index cf33d0e..65b38d6 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -491,7 +491,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
491 | // remember the position so next step we can limit absolute movement effects | 491 | // remember the position so next step we can limit absolute movement effects |
492 | m_lastPositionVector = Prim.Position; | 492 | m_lastPositionVector = Prim.Position; |
493 | 493 | ||
494 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", | 494 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", |
495 | Prim.LocalID, Prim.Position, Prim.Force, Prim.Velocity, Prim.RotationalVelocity); | 495 | Prim.LocalID, Prim.Position, Prim.Force, Prim.Velocity, Prim.RotationalVelocity); |
496 | }// end Step | 496 | }// end Step |
497 | 497 | ||
@@ -511,8 +511,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
511 | Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/(m_linearMotorTimescale / pTimestep); | 511 | Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/(m_linearMotorTimescale / pTimestep); |
512 | // lastLinearVelocityVector is the current body velocity vector | 512 | // lastLinearVelocityVector is the current body velocity vector |
513 | // RA: Not sure what the *10 is for. A correction for pTimestep? | 513 | // RA: Not sure what the *10 is for. A correction for pTimestep? |
514 | // m_lastLinearVelocityVector += (addAmount*10); | 514 | // m_lastLinearVelocityVector += (addAmount*10); |
515 | m_lastLinearVelocityVector += addAmount; | 515 | m_lastLinearVelocityVector += addAmount; |
516 | 516 | ||
517 | // Limit the velocity vector to less than the last set linear motor direction | 517 | // Limit the velocity vector to less than the last set linear motor direction |
518 | if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X)) | 518 | if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X)) |
@@ -695,7 +695,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
695 | Vector3 keepFraction = Vector3.One - (Vector3.One / (m_linearFrictionTimescale / pTimestep)); | 695 | Vector3 keepFraction = Vector3.One - (Vector3.One / (m_linearFrictionTimescale / pTimestep)); |
696 | m_lastLinearVelocityVector *= keepFraction; | 696 | m_lastLinearVelocityVector *= keepFraction; |
697 | 697 | ||
698 | VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},grav={4},1Mdecay={5}", | 698 | VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},grav={4},1Mdecay={5}", |
699 | Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, grav, keepFraction); | 699 | Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, grav, keepFraction); |
700 | 700 | ||
701 | } // end MoveLinear() | 701 | } // end MoveLinear() |
@@ -728,7 +728,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
728 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); | 728 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); |
729 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); | 729 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); |
730 | 730 | ||
731 | VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},angTScale={2},timeStep={3},origvel={4},dir={5},vel={6}", | 731 | VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},angTScale={2},timeStep={3},origvel={4},dir={5},vel={6}", |
732 | Prim.LocalID, m_angularMotorApply, m_angularMotorTimescale, pTimestep, origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); | 732 | Prim.LocalID, m_angularMotorApply, m_angularMotorTimescale, pTimestep, origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); |
733 | 733 | ||
734 | // This is done so that if script request rate is less than phys frame rate the expected | 734 | // This is done so that if script request rate is less than phys frame rate the expected |
@@ -779,7 +779,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
779 | vertattr.X += bounce * angularVelocity.X; | 779 | vertattr.X += bounce * angularVelocity.X; |
780 | vertattr.Y += bounce * angularVelocity.Y; | 780 | vertattr.Y += bounce * angularVelocity.Y; |
781 | 781 | ||
782 | VDetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}", | 782 | VDetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}", |
783 | Prim.LocalID, verterr, bounce, vertattr); | 783 | Prim.LocalID, verterr, bounce, vertattr); |
784 | 784 | ||
785 | } // else vertical attractor is off | 785 | } // else vertical attractor is off |
@@ -792,7 +792,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
792 | 792 | ||
793 | // Sum velocities | 793 | // Sum velocities |
794 | m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // + bank + deflection | 794 | m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // + bank + deflection |
795 | 795 | ||
796 | if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) | 796 | if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) |
797 | { | 797 | { |
798 | m_lastAngularVelocity.X = 0; | 798 | m_lastAngularVelocity.X = 0; |