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authorRobert Adams2013-04-29 07:54:50 -0700
committerRobert Adams2013-04-29 07:54:50 -0700
commit92ee288d666963aae2a058cc964be009a504f084 (patch)
tree8c18c28f2ca757c6883c4c5d3b82e06d47962ee2 /OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
parentBulletSim: rename variable 'PhysicsScene' to be either 'PhysScene' or 'm_phys... (diff)
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BulletSim: remove trailing white space to make git happier. No functional changes.
Diffstat (limited to '')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSMotors.cs12
1 files changed, 6 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
index 9501e2d..0128d8d 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
@@ -102,7 +102,7 @@ public class BSVMotor : BSMotor
102 return ErrorIsZero(LastError); 102 return ErrorIsZero(LastError);
103 } 103 }
104 public virtual bool ErrorIsZero(Vector3 err) 104 public virtual bool ErrorIsZero(Vector3 err)
105 { 105 {
106 return (err == Vector3.Zero || err.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)); 106 return (err == Vector3.Zero || err.ApproxEquals(Vector3.Zero, ErrorZeroThreshold));
107 } 107 }
108 108
@@ -115,7 +115,7 @@ public class BSVMotor : BSMotor
115 CurrentValue = TargetValue = Vector3.Zero; 115 CurrentValue = TargetValue = Vector3.Zero;
116 ErrorZeroThreshold = 0.001f; 116 ErrorZeroThreshold = 0.001f;
117 } 117 }
118 public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency) 118 public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency)
119 : this(useName) 119 : this(useName)
120 { 120 {
121 TimeScale = timeScale; 121 TimeScale = timeScale;
@@ -237,7 +237,7 @@ public class BSVMotor : BSMotor
237 MDetailLog("{0},BSVMotor.Test,{1},===================================== BEGIN Test Output", BSScene.DetailLogZero, UseName); 237 MDetailLog("{0},BSVMotor.Test,{1},===================================== BEGIN Test Output", BSScene.DetailLogZero, UseName);
238 MDetailLog("{0},BSVMotor.Test,{1},timeScale={2},targDlyTS={3},frictTS={4},eff={5},curr={6},tgt={7}", 238 MDetailLog("{0},BSVMotor.Test,{1},timeScale={2},targDlyTS={3},frictTS={4},eff={5},curr={6},tgt={7}",
239 BSScene.DetailLogZero, UseName, 239 BSScene.DetailLogZero, UseName,
240 TimeScale, TargetValueDecayTimeScale, FrictionTimescale, Efficiency, 240 TimeScale, TargetValueDecayTimeScale, FrictionTimescale, Efficiency,
241 CurrentValue, TargetValue); 241 CurrentValue, TargetValue);
242 242
243 LastError = BSMotor.InfiniteVector; 243 LastError = BSMotor.InfiniteVector;
@@ -248,7 +248,7 @@ public class BSVMotor : BSMotor
248 BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, LastError, lastStep); 248 BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, LastError, lastStep);
249 } 249 }
250 MDetailLog("{0},BSVMotor.Test,{1},===================================== END Test Output", BSScene.DetailLogZero, UseName); 250 MDetailLog("{0},BSVMotor.Test,{1},===================================== END Test Output", BSScene.DetailLogZero, UseName);
251 251
252 252
253 } 253 }
254 254
@@ -279,7 +279,7 @@ public class BSFMotor : BSMotor
279 return ErrorIsZero(LastError); 279 return ErrorIsZero(LastError);
280 } 280 }
281 public virtual bool ErrorIsZero(float err) 281 public virtual bool ErrorIsZero(float err)
282 { 282 {
283 return (err >= -ErrorZeroThreshold && err <= ErrorZeroThreshold); 283 return (err >= -ErrorZeroThreshold && err <= ErrorZeroThreshold);
284 } 284 }
285 285
@@ -410,7 +410,7 @@ public class BSPIDVMotor : BSVMotor
410 // The factors are vectors for the three dimensions. This is the proportional of each 410 // The factors are vectors for the three dimensions. This is the proportional of each
411 // that is applied. This could be multiplied through the actual factors but it 411 // that is applied. This could be multiplied through the actual factors but it
412 // is sometimes easier to manipulate the factors and their mix separately. 412 // is sometimes easier to manipulate the factors and their mix separately.
413 // to 413 // to
414 public Vector3 FactorMix; 414 public Vector3 FactorMix;
415 415
416 // Arbritrary factor range. 416 // Arbritrary factor range.