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authorRobert Adams2012-09-27 09:31:33 -0700
committerRobert Adams2012-09-27 22:02:03 -0700
commit7b65985047bdf0789fe3eccf8f515279f362abf1 (patch)
treee29509c2e8fc094d50dda62d841dbaa9cf91cfeb /OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
parentBulletSim: remove the unused body management code from BSPrim. There is no go... (diff)
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BulletSim: remove the trailing spaces from lines to make git happier
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSScene.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs26
1 files changed, 13 insertions, 13 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 44a249c..0cf8c91 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -49,7 +49,7 @@ using OpenMetaverse;
49// At the moment, physical and phantom causes object to drop through the terrain 49// At the moment, physical and phantom causes object to drop through the terrain
50// Physical phantom objects and related typing (collision options ) 50// Physical phantom objects and related typing (collision options )
51// Check out llVolumeDetect. Must do something for that. 51// Check out llVolumeDetect. Must do something for that.
52// Use collision masks for collision with terrain and phantom objects 52// Use collision masks for collision with terrain and phantom objects
53// More efficient memory usage when passing hull information from BSPrim to BulletSim 53// More efficient memory usage when passing hull information from BSPrim to BulletSim
54// Should prim.link() and prim.delink() membership checking happen at taint time? 54// Should prim.link() and prim.delink() membership checking happen at taint time?
55// Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once. 55// Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once.
@@ -60,7 +60,7 @@ using OpenMetaverse;
60// Add PID movement operations. What does ScenePresence.MoveToTarget do? 60// Add PID movement operations. What does ScenePresence.MoveToTarget do?
61// Check terrain size. 128 or 127? 61// Check terrain size. 128 or 127?
62// Raycast 62// Raycast
63// 63//
64namespace OpenSim.Region.Physics.BulletSPlugin 64namespace OpenSim.Region.Physics.BulletSPlugin
65{ 65{
66public class BSScene : PhysicsScene, IPhysicsParameters 66public class BSScene : PhysicsScene, IPhysicsParameters
@@ -327,7 +327,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
327 { 327 {
328 m_log.Debug("[BULLETS UNMANAGED]:" + msg); 328 m_log.Debug("[BULLETS UNMANAGED]:" + msg);
329 } 329 }
330 330
331 // Called directly from unmanaged code so don't do much 331 // Called directly from unmanaged code so don't do much
332 private void BulletLoggerPhysLog(string msg) 332 private void BulletLoggerPhysLog(string msg)
333 { 333 {
@@ -460,7 +460,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
460 } 460 }
461 461
462 // This is a call from the simulator saying that some physical property has been updated. 462 // This is a call from the simulator saying that some physical property has been updated.
463 // The BulletSim driver senses the changing of relevant properties so this taint 463 // The BulletSim driver senses the changing of relevant properties so this taint
464 // information call is not needed. 464 // information call is not needed.
465 public override void AddPhysicsActorTaint(PhysicsActor prim) { } 465 public override void AddPhysicsActorTaint(PhysicsActor prim) { }
466 466
@@ -501,14 +501,14 @@ public class BSScene : PhysicsScene, IPhysicsParameters
501 out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); 501 out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr);
502 502
503 if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime); 503 if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime);
504 DetailLog("{0},Simulate,call, nTaints={1}, simTime={2}, substeps={3}, updates={4}, colliders={5}", 504 DetailLog("{0},Simulate,call, nTaints={1}, simTime={2}, substeps={3}, updates={4}, colliders={5}",
505 DetailLogZero, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount); 505 DetailLogZero, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount);
506 } 506 }
507 catch (Exception e) 507 catch (Exception e)
508 { 508 {
509 m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}", 509 m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}",
510 LogHeader, numTaints, numSubSteps, updatedEntityCount, collidersCount, e); 510 LogHeader, numTaints, numSubSteps, updatedEntityCount, collidersCount, e);
511 DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}", 511 DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}",
512 DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount); 512 DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount);
513 updatedEntityCount = 0; 513 updatedEntityCount = 0;
514 collidersCount = 0; 514 collidersCount = 0;
@@ -535,7 +535,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
535 } 535 }
536 } 536 }
537 537
538 // This is a kludge to get avatar movement updates. 538 // This is a kludge to get avatar movement updates.
539 // ODE sends collisions for avatars even if there are have been no collisions. This updates 539 // ODE sends collisions for avatars even if there are have been no collisions. This updates
540 // avatar animations and stuff. 540 // avatar animations and stuff.
541 // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. 541 // If you fix avatar animation updates, remove this overhead and let normal collision processing happen.
@@ -634,7 +634,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
634 TerrainManager.SetTerrain(heightMap); 634 TerrainManager.SetTerrain(heightMap);
635 } 635 }
636 636
637 public override void SetWaterLevel(float baseheight) 637 public override void SetWaterLevel(float baseheight)
638 { 638 {
639 m_waterLevel = baseheight; 639 m_waterLevel = baseheight;
640 } 640 }
@@ -644,7 +644,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
644 return m_waterLevel; 644 return m_waterLevel;
645 } 645 }
646 646
647 public override void DeleteTerrain() 647 public override void DeleteTerrain()
648 { 648 {
649 // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader); 649 // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader);
650 } 650 }
@@ -806,7 +806,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
806 // getters and setters. 806 // getters and setters.
807 // It is easiest to find an existing definition and copy it. 807 // It is easiest to find an existing definition and copy it.
808 // Parameter values are floats. Booleans are converted to a floating value. 808 // Parameter values are floats. Booleans are converted to a floating value.
809 // 809 //
810 // A ParameterDefn() takes the following parameters: 810 // A ParameterDefn() takes the following parameters:
811 // -- the text name of the parameter. This is used for console input and ini file. 811 // -- the text name of the parameter. This is used for console input and ini file.
812 // -- a short text description of the parameter. This shows up in the console listing. 812 // -- a short text description of the parameter. This shows up in the console listing.
@@ -1228,7 +1228,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
1228 } 1228 }
1229 }); 1229 });
1230 break; 1230 break;
1231 default: 1231 default:
1232 // setting only one localID 1232 // setting only one localID
1233 TaintedUpdateParameter(parm, localID, val); 1233 TaintedUpdateParameter(parm, localID, val);
1234 break; 1234 break;