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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/BSLinksetCompound.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/BSLinksetCompound.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
index 01ada3f..1fd541f 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
@@ -114,7 +114,7 @@ public sealed class BSLinksetCompound : BSLinkset
114 // Schedule a refresh to happen after all the other taint processing. 114 // Schedule a refresh to happen after all the other taint processing.
115 private void ScheduleRebuild(BSPrimLinkable requestor) 115 private void ScheduleRebuild(BSPrimLinkable requestor)
116 { 116 {
117 DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}", 117 DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}",
118 requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren)); 118 requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren));
119 // When rebuilding, it is possible to set properties that would normally require a rebuild. 119 // When rebuilding, it is possible to set properties that would normally require a rebuild.
120 // If already rebuilding, don't request another rebuild. 120 // If already rebuilding, don't request another rebuild.
@@ -208,7 +208,7 @@ public sealed class BSLinksetCompound : BSLinkset
208 // and that is caused by us updating the object. 208 // and that is caused by us updating the object.
209 if ((whichUpdated & ~(UpdatedProperties.Position | UpdatedProperties.Orientation)) == 0) 209 if ((whichUpdated & ~(UpdatedProperties.Position | UpdatedProperties.Orientation)) == 0)
210 { 210 {
211 // Find the physical instance of the child 211 // Find the physical instance of the child
212 if (LinksetRoot.PhysShape.HasPhysicalShape && m_physicsScene.PE.IsCompound(LinksetRoot.PhysShape.physShapeInfo)) 212 if (LinksetRoot.PhysShape.HasPhysicalShape && m_physicsScene.PE.IsCompound(LinksetRoot.PhysShape.physShapeInfo))
213 { 213 {
214 // It is possible that the linkset is still under construction and the child is not yet 214 // It is possible that the linkset is still under construction and the child is not yet