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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/BSTerrainMesh.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/BSTerrainMesh.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
index ee2a1f2..e4ca098 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
@@ -51,7 +51,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
51 BulletShape m_terrainShape; 51 BulletShape m_terrainShape;
52 BulletBody m_terrainBody; 52 BulletBody m_terrainBody;
53 53
54 public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize) 54 public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize)
55 : base(physicsScene, regionBase, id) 55 : base(physicsScene, regionBase, id)
56 { 56 {
57 } 57 }
@@ -62,7 +62,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
62 } 62 }
63 63
64 // Create terrain mesh from a heightmap. 64 // Create terrain mesh from a heightmap.
65 public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, 65 public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap,
66 Vector3 minCoords, Vector3 maxCoords) 66 Vector3 minCoords, Vector3 maxCoords)
67 : base(physicsScene, regionBase, id) 67 : base(physicsScene, regionBase, id)
68 { 68 {
@@ -104,7 +104,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
104 return; 104 return;
105 } 105 }
106 106
107 m_physicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}", 107 m_physicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}",
108 BSScene.DetailLogZero, ID, indicesCount, indices.Length, verticesCount, vertices.Length); 108 BSScene.DetailLogZero, ID, indicesCount, indices.Length, verticesCount, vertices.Length);
109 109
110 m_terrainShape = m_physicsScene.PE.CreateMeshShape(m_physicsScene.World, indicesCount, indices, verticesCount, vertices); 110 m_terrainShape = m_physicsScene.PE.CreateMeshShape(m_physicsScene.World, indicesCount, indices, verticesCount, vertices);