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author | Robert Adams | 2012-10-22 08:23:21 -0700 |
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committer | Robert Adams | 2012-10-22 22:24:44 -0700 |
commit | 65c131c4a362bed347a6240184ce40b9ddeaaae1 (patch) | |
tree | 6bdd686e45de05c7ef1be879b23161e9e9cd24e1 /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |
parent | BulletSim: encorporate UBit's suggestion to save a copy of mesh raw data. (diff) | |
download | opensim-SC-65c131c4a362bed347a6240184ce40b9ddeaaae1.zip opensim-SC-65c131c4a362bed347a6240184ce40b9ddeaaae1.tar.gz opensim-SC-65c131c4a362bed347a6240184ce40b9ddeaaae1.tar.bz2 opensim-SC-65c131c4a362bed347a6240184ce40b9ddeaaae1.tar.xz |
BulletSim: remove trailing spaces to make git happy.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index aeeb4dd..7b211fa 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -295,7 +295,7 @@ public sealed class BSPrim : BSPhysObject | |||
295 | private bool PositionSanityCheck() | 295 | private bool PositionSanityCheck() |
296 | { | 296 | { |
297 | bool ret = false; | 297 | bool ret = false; |
298 | 298 | ||
299 | // If totally below the ground, move the prim up | 299 | // If totally below the ground, move the prim up |
300 | // TODO: figure out the right solution for this... only for dynamic objects? | 300 | // TODO: figure out the right solution for this... only for dynamic objects? |
301 | /* | 301 | /* |
@@ -510,7 +510,7 @@ public sealed class BSPrim : BSPhysObject | |||
510 | }); | 510 | }); |
511 | } | 511 | } |
512 | } | 512 | } |
513 | // Go directly to Bullet to get/set the value. | 513 | // Go directly to Bullet to get/set the value. |
514 | public override OMV.Quaternion ForceOrientation | 514 | public override OMV.Quaternion ForceOrientation |
515 | { | 515 | { |
516 | get | 516 | get |
@@ -768,7 +768,7 @@ public sealed class BSPrim : BSPhysObject | |||
768 | } | 768 | } |
769 | } | 769 | } |
770 | public override bool FloatOnWater { | 770 | public override bool FloatOnWater { |
771 | set { | 771 | set { |
772 | _floatOnWater = value; | 772 | _floatOnWater = value; |
773 | PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() | 773 | PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() |
774 | { | 774 | { |
@@ -971,7 +971,7 @@ public sealed class BSPrim : BSPhysObject | |||
971 | if (hollowAmount > 0.0) | 971 | if (hollowAmount > 0.0) |
972 | { | 972 | { |
973 | hollowVolume *= hollowAmount; | 973 | hollowVolume *= hollowAmount; |
974 | 974 | ||
975 | switch (BaseShape.HollowShape) | 975 | switch (BaseShape.HollowShape) |
976 | { | 976 | { |
977 | case HollowShape.Square: | 977 | case HollowShape.Square: |
@@ -1251,7 +1251,7 @@ public sealed class BSPrim : BSPhysObject | |||
1251 | // Create the correct physical representation for this type of object. | 1251 | // Create the correct physical representation for this type of object. |
1252 | // Updates BSBody and BSShape with the new information. | 1252 | // Updates BSBody and BSShape with the new information. |
1253 | // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. | 1253 | // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. |
1254 | PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, BaseShape, | 1254 | PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, BaseShape, |
1255 | null, delegate(BulletBody dBody) | 1255 | null, delegate(BulletBody dBody) |
1256 | { | 1256 | { |
1257 | // Called if the current prim body is about to be destroyed. | 1257 | // Called if the current prim body is about to be destroyed. |