From 65c5efe43b68700bad94076d4cd421160203c5de Mon Sep 17 00:00:00 2001 From: Jeff Ames Date: Fri, 16 May 2008 01:22:11 +0000 Subject: Formatting cleanup. --- .../Region/Physics/BulletXPlugin/BulletXPlugin.cs | 20 ++++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) (limited to 'OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs') diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs index 9415fff..5ced2d1 100644 --- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs +++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs @@ -282,9 +282,9 @@ namespace OpenSim.Region.Physics.BulletXPlugin bool needsCollision;// = base.NeedsCollision(bodyA, bodyB); int c1 = 3; int c2 = 3; - + //////////////////////////////////////////////////////// - //BulletX Mesh Collisions + //BulletX Mesh Collisions //added by Jed zhu //data: May 07,2005 //////////////////////////////////////////////////////// @@ -302,9 +302,9 @@ namespace OpenSim.Region.Physics.BulletXPlugin else needsCollision = base.NeedsCollision(bodyA, bodyB); - + #endregion - + //m_log.DebugFormat("[BulletX]: A collision was detected between {0} and {1} --> {2}", nameA, nameB, //needsCollision); @@ -705,7 +705,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin } foreach (BulletXPrim prim in _prims.Values) { - //_height = HeightValue(prim.RigidBodyPosition); + //_height = HeightValue(prim.RigidBodyPosition); _height = _simFlatPlanet.HeightValue(prim.RigidBodyPosition); prim.ValidateHeight(_height); //if (_simFlatPlanet.heightIsNotValid(prim.RigidBodyPosition, out _height)) prim.ValidateHeight(_height); @@ -741,8 +741,8 @@ namespace OpenSim.Region.Physics.BulletXPlugin public override bool IsThreaded { - get - { + get + { return (false); // for now we won't be multithreaded } } @@ -1380,17 +1380,17 @@ namespace OpenSim.Region.Physics.BulletXPlugin /// public class BulletXPrim : BulletXActor { - //Density it will depends of material. + //Density it will depends of material. //For now all prims have the same density, all prims are made of water. Be water my friend! :D private const float _density = 1000.0f; private BulletXScene _parent_scene; private PhysicsVector m_prev_position = new PhysicsVector(0, 0, 0); private bool m_lastUpdateSent = false; - //added by jed zhu + //added by jed zhu private IMesh _mesh; public IMesh GetMesh() { return _mesh; } - + public BulletXPrim(String primName, BulletXScene parent_scene, PhysicsVector pos, PhysicsVector size, AxiomQuaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool isPhysical) -- cgit v1.1