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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/BSShapes.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/BSShapes.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapes.cs20
1 files changed, 10 insertions, 10 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
index bfc7ae7..5c58ad5 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
@@ -142,7 +142,7 @@ public abstract class BSShape
142 // If the shape was successfully created, nothing more to do 142 // If the shape was successfully created, nothing more to do
143 if (newShape.HasPhysicalShape) 143 if (newShape.HasPhysicalShape)
144 return newShape; 144 return newShape;
145 145
146 // VerifyMeshCreated is called after trying to create the mesh. If we think the asset had been 146 // VerifyMeshCreated is called after trying to create the mesh. If we think the asset had been
147 // fetched but we end up here again, the meshing of the asset must have failed. 147 // fetched but we end up here again, the meshing of the asset must have failed.
148 // Prevent trying to keep fetching the mesh by declaring failure. 148 // Prevent trying to keep fetching the mesh by declaring failure.
@@ -155,7 +155,7 @@ public abstract class BSShape
155 else 155 else
156 { 156 {
157 // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset 157 // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset
158 if (prim.BaseShape.SculptEntry 158 if (prim.BaseShape.SculptEntry
159 && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed 159 && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed
160 && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting 160 && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting
161 && prim.BaseShape.SculptTexture != OMV.UUID.Zero 161 && prim.BaseShape.SculptTexture != OMV.UUID.Zero
@@ -164,7 +164,7 @@ public abstract class BSShape
164 physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAsset", prim.LocalID); 164 physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAsset", prim.LocalID);
165 // Multiple requestors will know we're waiting for this asset 165 // Multiple requestors will know we're waiting for this asset
166 prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting; 166 prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting;
167 167
168 BSPhysObject xprim = prim; 168 BSPhysObject xprim = prim;
169 Util.FireAndForget(delegate 169 Util.FireAndForget(delegate
170 { 170 {
@@ -245,8 +245,8 @@ public class BSShapeNative : BSShape
245 { 245 {
246 } 246 }
247 247
248 public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, 248 public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim,
249 BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) 249 BSPhysicsShapeType shapeType, FixedShapeKey shapeKey)
250 { 250 {
251 // Native shapes are not shared and are always built anew. 251 // Native shapes are not shared and are always built anew.
252 return new BSShapeNative(CreatePhysicalNativeShape(physicsScene, prim, shapeType, shapeKey)); 252 return new BSShapeNative(CreatePhysicalNativeShape(physicsScene, prim, shapeType, shapeKey));
@@ -379,7 +379,7 @@ public class BSShapeMesh : BSShape
379 { 379 {
380 BulletShape newShape = null; 380 BulletShape newShape = null;
381 381
382 IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, 382 IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod,
383 false, // say it is not physical so a bounding box is not built 383 false, // say it is not physical so a bounding box is not built
384 false // do not cache the mesh and do not use previously built versions 384 false // do not cache the mesh and do not use previously built versions
385 ); 385 );
@@ -671,8 +671,8 @@ public class BSShapeCompound : BSShape
671 public BSShapeCompound(BulletShape pShape) : base(pShape) 671 public BSShapeCompound(BulletShape pShape) : base(pShape)
672 { 672 {
673 } 673 }
674 public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim) 674 public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim)
675 { 675 {
676 // Compound shapes are not shared so a new one is created every time. 676 // Compound shapes are not shared so a new one is created every time.
677 return new BSShapeCompound(CreatePhysicalCompoundShape(physicsScene, prim)); 677 return new BSShapeCompound(CreatePhysicalCompoundShape(physicsScene, prim));
678 } 678 }
@@ -750,8 +750,8 @@ public class BSShapeAvatar : BSShape
750 public BSShapeAvatar() : base() 750 public BSShapeAvatar() : base()
751 { 751 {
752 } 752 }
753 public static BSShape GetReference(BSPhysObject prim) 753 public static BSShape GetReference(BSPhysObject prim)
754 { 754 {
755 return new BSShapeNull(); 755 return new BSShapeNull();
756 } 756 }
757 public override void Dereference(BSScene physicsScene) { } 757 public override void Dereference(BSScene physicsScene) { }