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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/BSPhysObject.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 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs8
1 files changed, 4 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 6a3ada2..28d4bd7 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -38,7 +38,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
38 * Class to wrap all objects. 38 * Class to wrap all objects.
39 * The rest of BulletSim doesn't need to keep checking for avatars or prims 39 * The rest of BulletSim doesn't need to keep checking for avatars or prims
40 * unless the difference is significant. 40 * unless the difference is significant.
41 * 41 *
42 * Variables in the physicsl objects are in three forms: 42 * Variables in the physicsl objects are in three forms:
43 * VariableName: used by the simulator and performs taint operations, etc 43 * VariableName: used by the simulator and performs taint operations, etc
44 * RawVariableName: direct reference to the BulletSim storage for the variable value 44 * RawVariableName: direct reference to the BulletSim storage for the variable value
@@ -52,7 +52,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
52 * SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce 52 * SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce
53 * SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse 53 * SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse
54 * PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v 54 * PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v
55 * BS.ApplyCentralForce BS.ApplyTorque 55 * BS.ApplyCentralForce BS.ApplyTorque
56 */ 56 */
57 57
58// Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc. 58// Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc.
@@ -353,7 +353,7 @@ public abstract class BSPhysObject : PhysicsActor
353 } 353 }
354 public override bool CollidingObj { 354 public override bool CollidingObj {
355 get { return (CollidingObjectStep == PhysScene.SimulationStep); } 355 get { return (CollidingObjectStep == PhysScene.SimulationStep); }
356 set { 356 set {
357 if (value) 357 if (value)
358 CollidingObjectStep = PhysScene.SimulationStep; 358 CollidingObjectStep = PhysScene.SimulationStep;
359 else 359 else
@@ -447,7 +447,7 @@ public abstract class BSPhysObject : PhysicsActor
447 447
448 // The CollisionCollection instance is passed around in the simulator. 448 // The CollisionCollection instance is passed around in the simulator.
449 // Make sure we don't have a handle to that one and that a new one is used for next time. 449 // Make sure we don't have a handle to that one and that a new one is used for next time.
450 // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here, 450 // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here,
451 // a race condition is created for the other users of this instance. 451 // a race condition is created for the other users of this instance.
452 CollisionCollection = new CollisionEventUpdate(); 452 CollisionCollection = new CollisionEventUpdate();
453 } 453 }